Skip to main content

Surface Shaders

  • Chapter
  • First Online:
Physically Based Shader Development for Unity 2017
  • 1171 Accesses

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Claudia Doppioslash

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

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

Download citation

Publish with us

Policies and ethics