Physically Based Shader Development for Unity 2017 Develop Custom Lighting Systems

我们两清 提交于 2019-12-06 14:07:50

Part I: Introduction to Shaders In Unity

Chapter 1: How Shader Development Works

Chapter 2: Your First Unity Shader

Chapter 3: The Graphics Pipeline

Chapter 4: Transforming Coordinate Spaces

Chapter 5: Your First Unity Lighting Shader

Chapter 6: Specular Implementation

Chapter 7: Surface Shaders

Part II: Physically Based Shading

Chapter 8: What Is Physically Based Shading?

Chapter 9: Making a Shader Physically Based

Chapter 10: Post-Processing Effects

Chapter 11: BRDFs Who's Who

Chapter 12: Implementing a BRDF

Chapter 13: Hooking Into the Standard Shader

Chapter 14: Implementing Advanced Techniques

Part III: Shader Development Advice

Chapter 15: Making Shaders Artists Will Use

Chapter 16: Complexity and Ubershaders

Chapter 17: When Shading Goes Wrong

Chapter 18: Keeping Up with the Industry

 

Chapter 1: How Shader Development Works

 

Chapter 2: Your First Unity Shader

 

Chapter 3: The Graphics Pipeline

 

Chapter 4: Transforming Coordinate Spaces

 

Chapter 5: Your First Unity Lighting Shader

 

Chapter 6: Specular Implementation

 

Chapter 7: Surface Shaders

 

Chapter 8: What Is Physically Based Shading?

 

Chapter 9: Making a Shader Physically Based

 

Chapter 10: Post-Processing Effects

 

Chapter 11: BRDFs Who's Who

 

Chapter 12: Implementing a BRDF

 

Chapter 13: Hooking Into the Standard Shader

 

Chapter 14: Implementing Advanced Techniques

 

Chapter 15: Making Shaders Artists Will Use

 

Chapter 16: Complexity and Ubershaders

 

Chapter 17: When Shading Goes Wrong

 

Chapter 18: Keeping Up with the Industry

 

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