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Physically Based Shader Development for Unity 2017

Develop Custom Lighting Systems

  • Claudia Doppioslash

Table of contents

  1. Front Matter
    Pages i-xxiii
  2. Introduction to Shaders In Unity

    1. Front Matter
      Pages 1-1
    2. Claudia Doppioslash
      Pages 3-16
    3. Claudia Doppioslash
      Pages 17-32
    4. Claudia Doppioslash
      Pages 33-42
    5. Claudia Doppioslash
      Pages 43-50
    6. Claudia Doppioslash
      Pages 51-64
    7. Claudia Doppioslash
      Pages 65-75
    8. Claudia Doppioslash
      Pages 77-95
  3. Physically Based Shading

    1. Front Matter
      Pages 97-97
    2. Claudia Doppioslash
      Pages 99-113
    3. Claudia Doppioslash
      Pages 115-120
    4. Claudia Doppioslash
      Pages 121-135
    5. Claudia Doppioslash
      Pages 137-154
    6. Claudia Doppioslash
      Pages 155-175
    7. Claudia Doppioslash
      Pages 177-193
    8. Claudia Doppioslash
      Pages 195-203
  4. Shader Development Advice

    1. Front Matter
      Pages 205-205
    2. Claudia Doppioslash
      Pages 207-212
    3. Claudia Doppioslash
      Pages 213-216
    4. Claudia Doppioslash
      Pages 217-224
    5. Claudia Doppioslash
      Pages 225-228
  5. Back Matter
    Pages 229-232

About this book

Introduction

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.

You will:
  • 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

Keywords

pbs physical based shader opengl directx vulkan game of thrones Oren-Nayar Cook-Torrance Ashikhmin-Shirley ShaderLab GLSL BRDFs

Authors and affiliations

  • Claudia Doppioslash
    • 1
  1. 1.LiverpoolUnited Kingdom

Bibliographic information

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