컴퓨터/IT 개발/프로그래밍 , 컴퓨터/IT IT 해외원서
Unity 2018 Shaders and Effects Cookbook Third Edition
소장 | 전자책 정가 | 19,000원 |
---|---|---|
판매가 | 19,000원 |
- 출간 정보
- 2018.06.29. 전자책 출간
- 파일 정보
- 110.3MB
- 384쪽
- ISBN
- 9781788390958
- ECN
- -
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컴퓨터/IT 개발/프로그래밍 , 컴퓨터/IT IT 해외원서
소장 | 전자책 정가 | 19,000원 |
---|---|---|
판매가 | 19,000원 |
<Unity 2018 Shaders and Effects Cookbook Third Edition> ▶Book Description
Since their introduction to Unity, shaders have been seen as notoriously difficult to understand and implement in games. Complex mathematics has always stood in the way of creating your own shaders and attaining the level of realism you crave.
Unity 2018 Shaders and Effects Cookbook changes that by giving you a recipe-based guide to creating shaders using Unity. It will show you everything you need to know about vectors, how lighting is constructed with them, and how textures are used to create complex effects without the heavy math.
This book starts by teaching you how to use shaders without writing code with the post-processing stack. Then, you'll learn how to write shaders from scratch, build up essential lighting, and finish by creating stunning screen effects just like those in high-quality 3D and mobile games. You'll discover techniques, such as normal mapping, image-based lighting, and animating your models inside a shader. We'll explore how to use physically based rendering to treat light the way it behaves in the real world. At the end, we'll even look at Unity 2018's new Shader Graph system.
With this book, what seems like a dark art today will be second nature by tomorrow.
▶What You Will Learn
⦁ Understand physically based rendering to fit the aesthetic of your game
⦁ Write shaders from scratch in ShaderLab and HLSL/Cg
⦁ Combine shader programming with interactive scripts to add life to your materials
⦁ Design efficient shaders for mobile platforms without sacrificing their realism
⦁ Use state-of-the-art techniques, such as volumetric explosions and fur shading
⦁ Master the math and algorithms behind the most used lighting models
⦁ Understand how shader models have evolved and how you can create your own
▶Key Features
⦁ Learn the secrets of creating AAA quality shaders without writing long algorithms
⦁ Master shader programming through easy-to-follow examples
⦁ Create stunning visual effects that can be used in 3D games
▶Who This Book Is For
Unity Shaders and Effects Cookbook is for developers who want to create their first shaders in Unity 2018 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required to get the most from this book.
▶What this book covers
⦁ Chapter 1, Post Processing Stack, introduces readers to the Post Processing Stack, which will allow users to tweak their game's appearance without having to write any additional scripts.
⦁ Chapter 2, Creating Your First Shader, introduces you to the world of shader coding in Unity. You will build some basic shaders and learn how to introduce tweakable properties in your shaders to make them more interactive.
⦁ Chapter 3, Surface Shaders and Texture Mapping, covers the most common and useful techniques that you can implement with Surface Shaders, including how to use textures and normal maps for your models.
⦁ Chapter 4, Understanding Lighting Models, gives you an in-depth explanation of how shaders model the behavior of light. This chapter teaches you how to create custom lighting models used to simulate special effects, such as toon shading.
⦁ Chapter 5, Physically-Based Rendering in Unity 5, shows you that physically-based rendering is the standard technology used by Unity 5 to bring realism to your games. This chapter explains how to make the most out of it by mastering transparencies, reflective surfaces, and global illumination.
⦁ Chapter 6, Vertex Functions, teaches you how shaders can be used to alter the geometry of an object. This chapter introduces vertex modifiers and uses them to bring volumetric explosions, snow shaders, and other effects to life.
⦁ Chapter 7, Fragment Shaders and Grab Passes, explains how to use grab passes to make materials that emulate the deformations generated by semi-transparent materials.
⦁ Chapter 8, Mobile Shader Adjustment, helps you optimize your shaders to get the most out of any device.
⦁ Chapter 9, Screen Effects with Unity Render Textures, shows you how to create special effects and visuals that would otherwise be impossible to achieve.
⦁ Chapter 10, Gameplay and Screen Effects, tells you how post-processing effects can be used to complement your gameplay, simulating, for instance, a night-vision effect.
⦁ Chapter 11, Advanced Shading Techniques, introduces the most advanced techniques in this book, such as fur shading and heatmap rendering.
⦁ Chapter 12, Shader Graph, explains how to set up a project to use Unity's newly added Shader Graph editor. We cover how to create a simple shader graph, how to expose properties, and how to interact with the shader graph through code using a glow highlight system.
▶ Preface
Unity 2018 Shaders and Effects Cookbook is your guide to becoming familiar with the creation of shaders and post-processing effects in Unity 2018. You will start your journey at the beginning, exploring the Post Processing Stack to see some of the possible ways you can use shaders to affect what you see without having to write scripts at all. Afterwards, we learn how to create shaders from scratch, starting by creating the most basic shaders and learning how the shader code is structured. This foundational knowledge will arm you with the means to progress further through each chapter, learning advanced techniques such as volumetric explosions and fur shading. We also explore the newly added Shader Graph editor to see how you can create shaders through a drag and drop interface as well! This edition of the book is written specifically for Unity 2018 and will help you to master physically-based rendering and global illumination to get as close to photorealism as possible.
By the end of each chapter, you will have gained new skills that will increase the quality of your shaders and even make your shader writing process more efficient. These chapters have been tailored so that you can jump into each section and learn a specific skill from beginner to expert. For those who are new to shader writing in Unity, you can progress through each chapter, one at a time, to build on your knowledge. Either way, you will learn the techniques that make modern games look the way they do.
Once you have completed this book, you will have a set of shaders that you can use in your Unity 3D games as well as the understanding to add to them, accomplish new effects, and address performance needs. So, let's get started!
⦁ John P. Doran
John P. Doran is a passionate and seasoned technical game designer, software engineer, and author who is based in Redmond, Washington.
For over a decade, John has built games in roles ranging from game designer to lead UI programmer. Additionally, John has taught game development in Singapore, South Korea, and the United States. To date, he has authored over 10 books pertaining to game development.
⦁ Alan Zucconi
Alan Zucconi is a passionate developer, author, and lecturer, recognized as one of Develop's 30 under 30. His expertise has been built over the past 10 years, working in the intersection between Creativity and Education. From 2015, he published a series of educational tutorials for other developers and Machine Learning enthusiasts
▶TABLE of CONTENTS
1: POST PROCESSING STACK
2: CREATING YOUR FIRST SHADER
3: SURFACE SHADERS AND TEXTURE MAPPING
4: UNDERSTANDING LIGHTING MODELS
5: PHYSICALLY-BASED RENDERING
6: VERTEX FUNCTIONS
7: FRAGMENT SHADERS AND GRAB PASSES
8: MOBILE SHADER ADJUSTMENT
9: SCREEN EFFECTS WITH UNITY RENDER TEXTURES
10: GAMEPLAY AND SCREEN EFFECTS
11: ADVANCED SHADING TECHNIQUES
12: SHADER GRAPH
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