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UNITY 5.X SHADERS AND EFFECTS COOKBOOK
Título:
UNITY 5.X SHADERS AND EFFECTS COOKBOOK
Subtítulo:
Autor:
ZUCCONI, A
Editorial:
PACKT PUBLISHING
Año de edición:
2016
Materia
PROGRAMACION DE JUEGOS
ISBN:
978-1-78528-524-0
Páginas:
240
49,50 €

 

Sinopsis

Book Description

Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. With Shaders, you can transform your game into a highly polished, refined product with Unity's post-processing effects.

Unity Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unity3D-guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math.

We'll start with essential lighting and finishing up by creating stunning screen Effects just like those in high quality 3D and mobile games. You'll discover techniques including normal mapping, image-based lighting, and how to animate your models inside a Shader. We'll explore the secrets behind some of the most powerful techniques, such as physically based rendering! With Unity Shaders and Effects Cookbook, what seems like a dark art today will be second nature by tomorrow.

Table of Contents

1: CREATING YOUR FIRST SHADER
2: SURFACE SHADERS AND TEXTURE MAPPING
3: UNDERSTANDING LIGHTING MODELS
4: PHYSICALLY BASED RENDERING IN UNITY 5
5: VERTEX FUNCTIONS
6: FRAGMENT SHADERS AND GRAB PASSES
7: MOBILE SHADER ADJUSTMENT
8: SCREEN EFFECTS WITH UNITY RENDER TEXTURES
9: GAMEPLAY AND SCREEN EFFECTS
10: ADVANCED SHADING TECHNIQUES
What You Will Learn

Understand physically based rendering to fit the aesthetic of your game
Enter the world of post-processing effects to make your game look visually stunning
Add life to your materials, complementing Shader programming with interactive scripts
Design efficient Shaders for mobile platforms without sacrificing their realism
Use state-of-the-art techniques such as volumetric explosions and fur shading
Build your knowledge by understanding how Shader models have evolved and how you can create your own
Discover what goes into the structure of Shaders and why lighting works the way it does
Master the math and algorithms behind the most used lighting models
Authors

Alan Zucconi

Alan Zucconi is a passionate developer, author, and motivational speaker, recognized as one of Develop´s ´30 under 30.´ His expertise has been built over the past 10 years, while he dedicated his time to academia and the gaming industry. He started his independent career to fully explore his creativity, tearing down the wall between art and gaming. Prior to that, he worked at Imperial College London, where he discovered his passion for teaching and writing. His titles include the gravity puzzle, 0RBITALIS, and the upcoming time travel platformer, Still Time.

Kenneth Lammers

Kenneth Lammers has over 15 years of experience in the gaming industry, working as a character artist, technical artist, technical art director, and programmer. Throughout his career, he has worked on titles such as Call of Duty 3, Crackdown 2, Alan Wake, and Kinect Star Wars. He currently owns and operates Ozone Interactive along with his business partner, Noah Kaarbo. Together, they have worked with clients such as Amazon, Eline Media, IGT, and Microsoft.

Kenny has worked for Microsoft Games Studios, Activision, and Surreal, and has recently gone out on his own, operating CreativeTD and Ozone Interactive.

Kenny authored the first version of Unity Shaders and Effects Cookbook by Packt Publishing, and was very happy to be a part of the writing, updating and reviewing of this book.