Abstract
In the previous two chapters, we explained the basic theory of lighting for rendering and implemented a diffuse and a specular shader from scratch, within an Unlit shader. In this chapter, we're going to translate the Unlit shader from last chapter into a Surface shader, which will save a fair bit of code.
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© 2018 Claudia Doppioslash
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Doppioslash, C. (2018). Surface Shaders. In: Physically Based Shader Development for Unity 2017. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-3309-2_7
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DOI: https://doi.org/10.1007/978-1-4842-3309-2_7
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-3308-5
Online ISBN: 978-1-4842-3309-2
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