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Benefit from the latest rendering tech developments, currently
covered only in papers and talks from Siggraph, in a way any
developer or technical artist using Unity can take advantage of.
This book starts by introducing how shader programming works in
general, the common principles of different platforms (OpenGL,
Vulkan, and DirectX), and the shading languages Unity uses: Cg,
GLSL, and ShaderLab. Physically Based Shader Development for Unity
2017 discusses artistic choices, presenting various techniques
(such as translucency and subsurface scattering) and BRDFs
(Oren-Nayar, Cook-Torrance, and Ashikhmin-Shirley), and what they
can be used for. Finally you'll cover the importance of optimizing
your code by developing approximations, which achieve similar end
results, but are computationally cheaper. By the end of your
journey you'll be able to develop the look of your game or
Unity-rendered animated short so that it looks both unique and
impressively realistic, thanks to your own custom lighting system.
What You Will Learn Master shader programming Gain all you need to
know about physically based shading Take almost full control of the
shader subsystem Discover what you can achieve with that control
Implement a custom physically based lighting system and examine the
logic behind every choice Who This Book Is For Most game developers
(both indie and AA) that use Unity and technical artists who are
responsible for the final look of a game.
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