Building Quality Shaders for Unity(r): Using Shader Graphs and Hlsl Shaders

Ilett, Daniel

  • 出版商: Apress
  • 出版日期: 2022-10-18
  • 售價: $2,210
  • 貴賓價: 9.5$2,100
  • 語言: 英文
  • 頁數: 734
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 1484286510
  • ISBN-13: 9781484286517
  • 相關分類: 遊戲引擎 Game-engine
  • 海外代購書籍(需單獨結帳)

相關主題

商品描述

Understand what shaders are and what they're used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph.
This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots.
By the end of this book, you will have a good 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 Shader Graph for codeless development- Understand the important math behind shaders, particularly space transformations- Profile the performance of shaders to identify optimization targets
Who Is This Book For
This book is intended for beginners to shader development, or readers who may want to make the jump from shader code to Shader Graph. It will also include a section on shader examples for those who already know the fundamentals of shaders and are looking for specific use cases.

商品描述(中文翻譯)

了解什麼是着色器以及它們的用途:着色器通常被視為神秘和難以開發的,即使是熟練的程序員、藝術家和其他遊戲設計領域的開發人員也是如此。本書通過逐步建立您的着色器知識,從基本的着色器數學和着色器開發思維與其他類型的藝術和編程的區別開始,並逐漸深入探討頂點和片段着色器、照明、基於深度的效果、紋理映射和着色器圖形等主題。

本書以全面的分解、所需的理論和每個章節學到的技術的實際應用來介紹這些主題。每個相關部分都提供HLSL(高級着色語言)代碼和着色器圖形,以及大量的屏幕截圖。

通過閱讀本書,您將對着色器開發流程有很好的理解,並且將完全具備為自己的遊戲創建美學和高效的着色器效果的能力!

您將學到:
- 在Unity的渲染管線中使用着色器
- 編寫着色器並使用C#腳本修改其行為
- 使用着色器圖形進行無代碼開發
- 理解着色器背後的重要數學,特別是空間轉換
- 分析着色器的性能,找出優化目標

本書適合對着色器開發初學者,或者已經熟悉着色器基礎並尋找特定用例的讀者。還將包括一個着色器示例部分,供那些已經了解着色器基礎並尋找特定用例的讀者參考。