標(biāo)題: Titlebook: Building Quality Shaders for Unity?; Using Shader Graphs Daniel Ilett Book 2022 Daniel Ilett 2022 Shaders.Unity.Vector.Matrix.Spaces.HLSL. [打印本頁(yè)] 作者: Objective 時(shí)間: 2025-3-21 19:12
書(shū)目名稱Building Quality Shaders for Unity?影響因子(影響力)
書(shū)目名稱Building Quality Shaders for Unity?影響因子(影響力)學(xué)科排名
書(shū)目名稱Building Quality Shaders for Unity?網(wǎng)絡(luò)公開(kāi)度
書(shū)目名稱Building Quality Shaders for Unity?網(wǎng)絡(luò)公開(kāi)度學(xué)科排名
書(shū)目名稱Building Quality Shaders for Unity?被引頻次
書(shū)目名稱Building Quality Shaders for Unity?被引頻次學(xué)科排名
書(shū)目名稱Building Quality Shaders for Unity?年度引用
書(shū)目名稱Building Quality Shaders for Unity?年度引用學(xué)科排名
書(shū)目名稱Building Quality Shaders for Unity?讀者反饋
書(shū)目名稱Building Quality Shaders for Unity?讀者反饋學(xué)科排名
作者: 騎師 時(shí)間: 2025-3-21 21:58
Math for Shader Development,umping into making shaders, others will be happy to skim-read the important bits and pick up the rest as they go along. In this book, I’ve opted to give you a comprehensive look at shader math early on, with the understanding that you can skip the chapter and flick back here whenever you see fit. Th作者: venous-leak 時(shí)間: 2025-3-22 02:28 作者: gustation 時(shí)間: 2025-3-22 05:17 作者: 牲畜欄 時(shí)間: 2025-3-22 09:35
Textures and UV Coordinates,ce of an object by generating those patterns within the shader itself, but this is not always possible, so sometimes we will need to create such patterns externally and import them into the shader. We do this using ..作者: 貪心 時(shí)間: 2025-3-22 12:56 作者: opprobrious 時(shí)間: 2025-3-22 19:32
The Depth Buffer,r one? When attempting to render a given pixel, we need a system in place that allows us to check whether a pixel has already been drawn at the same position and determine whether it is in front of or behind the one we are currently drawing. This requires us to store additional data every time we dr作者: Aboveboard 時(shí)間: 2025-3-23 00:46 作者: Nebulizer 時(shí)間: 2025-3-23 04:10
Lighting and Shadows,s size and shape to determine the relative position of objects in a 3D game, and lighting and shadows are two important cues that help players judge the depth of objects in relation to one another. That said, it’s not just games with realistic graphics that rely on lighting – heavily stylized games 作者: seroma 時(shí)間: 2025-3-23 08:53
Image Effects and Post-Processing,g steps to modify the appearance of the image. For example, you can modify the colors of the image or overlay new elements onto the image with post processing. In this chapter, we will see how post processing can be used in each pipeline to enhance the look of your game.作者: 沐浴 時(shí)間: 2025-3-23 10:34 作者: 懸掛 時(shí)間: 2025-3-23 16:42
Profiling and Optimization,However, we have only focused on one aspect of shader writing so far: what shaders can do. Another hugely important aspect of shader writing is making your shaders run efficiently to ensure your game runs smoothly. It’s all well and good writing beautiful shaders, but it’s no use when they can’t run作者: 墻壁 時(shí)間: 2025-3-23 20:50 作者: BARGE 時(shí)間: 2025-3-24 01:11
https://doi.org/10.1007/978-1-4842-8652-4Shaders; Unity; Vector; Matrix; Spaces; HLSL; Shader Graph; Texture mapping; Transparency; Depth; Lighting作者: etiquette 時(shí)間: 2025-3-24 06:02
Hermitian Operators and Unitary Operators chapter, we will take a step back and explore, briefly, how rendering in Unity works and where shaders fit into the story. By the end of the chapter, you will understand the basics of the rendering process, what Unity’s different render pipelines are, and how we will use programs called shaders to 作者: 光滑 時(shí)間: 2025-3-24 08:58
https://doi.org/10.1007/978-981-15-2225-3umping into making shaders, others will be happy to skim-read the important bits and pick up the rest as they go along. In this book, I’ve opted to give you a comprehensive look at shader math early on, with the understanding that you can skip the chapter and flick back here whenever you see fit. Th作者: 轎車 時(shí)間: 2025-3-24 14:31 作者: osteopath 時(shí)間: 2025-3-24 18:53
Mathematical Physical Chemistryle who write shaders bring their programming experience from other languages rather than learning shaders from scratch as their first language. If you are only interested in writing shaders, then there are many concepts you may need to learn from scratch, which increase the barrier to entry. If you’作者: 慢跑鞋 時(shí)間: 2025-3-24 20:59
Mathematical Physical Chemistryce of an object by generating those patterns within the shader itself, but this is not always possible, so sometimes we will need to create such patterns externally and import them into the shader. We do this using ..作者: 違反 時(shí)間: 2025-3-25 01:08 作者: Malcontent 時(shí)間: 2025-3-25 06:29 作者: ARK 時(shí)間: 2025-3-25 09:47
Schr?dinger Equation and Its Applicationecause every time we attempt to draw a pixel, we either fully replace the existing color value (if the depth test passes) or do not modify the existing value (if the depth test fails). With transparent rendering, the color of the pixel being rendered is . with the existing value in the color buffer.作者: BRIBE 時(shí)間: 2025-3-25 13:44 作者: 人類的發(fā)源 時(shí)間: 2025-3-25 18:19
Hermitian Operators and Unitary Operatorsg steps to modify the appearance of the image. For example, you can modify the colors of the image or overlay new elements onto the image with post processing. In this chapter, we will see how post processing can be used in each pipeline to enhance the look of your game.作者: 敵手 時(shí)間: 2025-3-25 20:54
Vectors and Their Transformation shaders take this form. We’ve already seen the power of these types of shaders and the broad range of capabilities they have, but they are not the only types of shaders. In the shader pipeline, there are two optional stages that we have not yet encountered: the tessellation shader and the geometry 作者: 規(guī)范要多 時(shí)間: 2025-3-26 03:14
Light Quanta: Radiation and AbsorptionHowever, we have only focused on one aspect of shader writing so far: what shaders can do. Another hugely important aspect of shader writing is making your shaders run efficiently to ensure your game runs smoothly. It’s all well and good writing beautiful shaders, but it’s no use when they can’t run作者: BACLE 時(shí)間: 2025-3-26 04:18
Optical Transition and Selection Rulesave learned throughout the book, you should be well equipped to make shader effects of all kinds in your own games. However, there are many shader effects and tidbits I keep coming back to, so I decided the final chapter of this book should unleash a handful of important case studies that you will b作者: Harrowing 時(shí)間: 2025-3-26 12:16 作者: 明智的人 時(shí)間: 2025-3-26 16:35 作者: Bmd955 時(shí)間: 2025-3-26 18:15
Hermitian Operators and Unitary Operatorsg steps to modify the appearance of the image. For example, you can modify the colors of the image or overlay new elements onto the image with post processing. In this chapter, we will see how post processing can be used in each pipeline to enhance the look of your game.作者: CAB 時(shí)間: 2025-3-26 23:50 作者: RUPT 時(shí)間: 2025-3-27 01:55
Introduction to Shaders in Unity, chapter, we will take a step back and explore, briefly, how rendering in Unity works and where shaders fit into the story. By the end of the chapter, you will understand the basics of the rendering process, what Unity’s different render pipelines are, and how we will use programs called shaders to control how our games look.作者: conjunctivitis 時(shí)間: 2025-3-27 09:09 作者: Abjure 時(shí)間: 2025-3-27 11:37
Image Effects and Post-Processing,g steps to modify the appearance of the image. For example, you can modify the colors of the image or overlay new elements onto the image with post processing. In this chapter, we will see how post processing can be used in each pipeline to enhance the look of your game.作者: infinite 時(shí)間: 2025-3-27 14:40
Shader Recipes for Your Games,ave learned throughout the book, you should be well equipped to make shader effects of all kinds in your own games. However, there are many shader effects and tidbits I keep coming back to, so I decided the final chapter of this book should unleash a handful of important case studies that you will be able to build on in your own games.作者: 補(bǔ)助 時(shí)間: 2025-3-27 20:27 作者: 感激小女 時(shí)間: 2025-3-27 22:06
http://image.papertrans.cn/b/image/191727.jpg作者: STENT 時(shí)間: 2025-3-28 03:06
https://doi.org/10.1007/978-981-10-7671-8We have covered many of the fundamental concepts in shaders in the previous chapters. However, there are concepts that don’t fit neatly into a chapter of their own that are nonetheless important going forward. In this chapter, we will see the remaining core concepts that you should know about when writing shaders.作者: 過(guò)于平凡 時(shí)間: 2025-3-28 10:13 作者: gerrymander 時(shí)間: 2025-3-28 12:40
Book 2022d understanding of the shader development pipeline and you will be fully equipped to start making your own aesthetic and performant shader effects for your own games!.You Will Learn To.? Use shaders across Unity’s rendering pipelines.? Write shaders and modify their behavior with C# scripting.? Use 作者: 北極熊 時(shí)間: 2025-3-28 18:31 作者: Insul島 時(shí)間: 2025-3-28 19:02 作者: 配偶 時(shí)間: 2025-3-29 01:06
https://doi.org/10.1007/978-981-15-2225-3ve you a comprehensive look at shader math early on, with the understanding that you can skip the chapter and flick back here whenever you see fit. Throughout the book, I will provide references back to the appropriate section of this chapter whenever a new concept is introduced for those who want to pick up the important bits as they go.作者: 拖債 時(shí)間: 2025-3-29 06:35 作者: OMIT 時(shí)間: 2025-3-29 10:51
Light Quanta: Radiation and Absorption will see how shaders in Unity work, and we will write our very first vertex and fragment shader functions. The differences between shaders in each of Unity’s render pipelines are explored. Finally, I will cover the basic shader syntax that you will be seeing throughout the book.作者: 聰明 時(shí)間: 2025-3-29 13:24 作者: 主動(dòng) 時(shí)間: 2025-3-29 19:17
https://doi.org/10.1007/978-981-10-7671-8of texture than the standard ., such as . and .. Before we dive into new methods of texturing, I’m going to set up a base shader in ShaderLab and HLSL. If you’re going to be using Shader Graph, you can skip this section.作者: habile 時(shí)間: 2025-3-29 19:51 作者: 矛盾 時(shí)間: 2025-3-30 01:34 作者: 針葉 時(shí)間: 2025-3-30 06:49
Vectors and Their Transformationshader. On top of that, there are compute shaders, which operate outside the usual mesh shading pipeline and can be used for arbitrary calculations on the GPU. In this chapter, we will explore some of these strange and exotic new types of shaders and add ever-powerful new tools to our box of tricks.作者: Gesture 時(shí)間: 2025-3-30 09:52
Light Quanta: Radiation and Absorption well on your target hardware! In this chapter, we will explore ways of diagnosing performance issues and discuss common problems that arise when writing shaders. Then we’ll look at solutions to those problems and some tricks you can use to eke out more frames from the hardware.作者: Spangle 時(shí)間: 2025-3-30 12:55
Your Very First Shader, will see how shaders in Unity work, and we will write our very first vertex and fragment shader functions. The differences between shaders in each of Unity’s render pipelines are explored. Finally, I will cover the basic shader syntax that you will be seeing throughout the book.作者: 里程碑 時(shí)間: 2025-3-30 17:38
Shader Graph,re an artist wishing to write shaders, but you have no programming experience, then shaders can seem daunting. There’s a tool that is perhaps more approachable for artists due to the lack of programming while still being usable by programmers: ..作者: Basilar-Artery 時(shí)間: 2025-3-30 20:45 作者: 粗糙 時(shí)間: 2025-3-31 03:06
Transparency and Alpha, When multiple transparent objects overlap on the same pixel, the order in which we render them matters, so we need to . all transparent objects prior to rendering. Rendering transparent objects is more computationally intensive than rendering opaques, and in this chapter, we will see why.作者: 性上癮 時(shí)間: 2025-3-31 08:18
Lighting and Shadows,also benefit from this added information. In this chapter, we will see how lighting can be added to objects, starting with relatively simple lighting models and gradually building up to a complicated lighting model based on the physical properties of your objects.