• Complain

Daniel Ilett - Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders

Here you can read online Daniel Ilett - Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2022, publisher: Apress, genre: Home and family. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Daniel Ilett Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders
  • Book:
    Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders
  • Author:
  • Publisher:
    Apress
  • Genre:
  • Year:
    2022
  • Rating:
    3 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 60
    • 1
    • 2
    • 3
    • 4
    • 5

Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Understand what shaders are and what theyre 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 Unitys 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.

Daniel Ilett: author's other books


Who wrote Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders? Find out the surname, the name of the author of the book and a list of all author's works by series.

Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Contents
Landmarks
Book cover of Building Quality Shaders for Unity Daniel Ilett Building - photo 1
Book cover of Building Quality Shaders for Unity
Daniel Ilett
Building Quality Shaders for Unity
Using Shader Graphs and HLSL Shaders
The Apress logo Daniel Ilett Coventry UK ISBN 978-1-4842-8651-7 e-ISBN - photo 2

The Apress logo.

Daniel Ilett
Coventry, UK
ISBN 978-1-4842-8651-7 e-ISBN 978-1-4842-8652-4
https://doi.org/10.1007/978-1-4842-8652-4
Daniel Ilett 2022
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This Apress imprint is published by the registered company APress Media, LLC, part of Springer Nature.

The registered company address is: 1 New York Plaza, New York, NY 10004, U.S.A.

To Lewis.

Introduction

So youve decided to start writing shaders in Unity. Thats a good decision if I do say so myself! Before I started writing shaders, I saw many people in the game development space talk about them in hushed tones, as if they were some kind of arcane secret bestowed from the heavens, but its my belief that anyone can write shaders with a soft introduction. Its like learning any other skill; you dont learn to ride a push-bike by imitating Evel Knievel right off the bat.

This is the kind of book I wish I had when I was learning to write shaders in Unity. The early chapters establish the core concepts and syntax youll need to know when writing shaders, and throughout the course of the book, I will steadily introduce more complex topics until we have covered some of the lesser-known shader topics in Unity. By that point, you should be able to create complicated, versatile effects by yourself.

Who This Book Is For
This book covers topics ranging from the beginner to the intermediate level. Ill assume you already know your way around the Unity Editor, but I will explain the interface of unfamiliar sections such as the Shader Graph editor. Here are a few hypothetical readers I think will enjoy this book:
  • Ive never written a shader before.

    If this is you, then I definitely recommend starting with Chapter is optional it covers all the math related to shaders, but not everyone learns math easily by reading it all up front, so feel free to skip it to start with and come back whenever later chapters introduce math that youre unfamiliar with.

  • I wrote shaders a few years ago for old Unity versions, but Im unfamiliar with Unity versions past 20182019 or so.

    The early chapters will serve as a good refresher, but you can probably skim-read Chapter at the very least, perhaps more. Pick out a few of the examples and give them a go just to remind yourself of the syntax and concepts before diving into later chapters head-on!

  • Im experienced with writing shaders in code, but Id like to transition to using Shader Graph (or vice versa).

    Every example in the book is presented in both shader code and Shader Graph where possible (there are a small number of effects and features that, for various reasons, are only possible in one of those tools). It may be helpful to read through examples you are familiar with and use that as a springboard to learn the tool youre not as experienced with.

  • Ive grasped the basics, but I want to move on to more difficult topics like compute shaders and tessellation shaders.

    Although the earlier chapters will be useful as a reference should you need it, you will want to skip or skim-read Chapters onward, but Ive attempted to sprinkle in intermediate features throughout the book.

Recommended Software

Every example in the book will work in Unity 2021.3, which is the latest Long-Term Support (LTS) version of the engine at the time of the writing of this book. If you are reading this book in the future and there is a later LTS version, then every example will most likely still work, although you may potentially need to change the names of functions and macros. If you are using an earlier version than 2021.3, most of the effects will work, but there are features that are completely missing in certain versions. The book will still be helpful if you are working on a project started in an earlier Unity version and you are unable to upgrade to a newer version, and I will warn you when I am using a recently added feature.

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at www.apress.com/. For more detailed information, please visit http://www.apress.com/source-code.

Acknowledgments

With thanks to Lewis, who reads all my tweets out loud back to me seconds after posting. Something tells me he wont be reading this whole book to me. You also had to deal with me in the morning before Id had a coffee, which couldnt have been easy.

Thank you also to my family, especially my mum, who has apparently been saying Did you know hes writing a book? whenever my name comes up in conversation with people.

With thanks to the Warwick Game Design Society and its members, who have given me a space to flourish and work on games while at university. You also showed me how to eat a gigantic slice of chocolate fudge cake in under a minute, which surely got us some strange looks from other pubgoers. There are too many of you to count!

Finally, my thanks to the Apress team and everyone who was involved in writing this book with me. From the first invitation to write the book to every bit of advice and correction, youve all been invaluable partners on this journey.

Table of Contents
About the Author
Daniel Ilett
A photo of Daniel Ilett is an ambitious and motivated PhD student at the - photo 3

A photo of Daniel Ilett.

is an ambitious and motivated PhD student at the University of Warwick. He is a passionate game developer, specializing in shaders and technical art. He publishes a range of educational and tutorial content, including videos and written work, aimed at beginners and intermediate developers. He also does freelance work on shaders and visual effects for games.
About the Technical Reviewer
Simon Jackson
A photo of Simon Jackson is a long-time software engineer and architect with - photo 4
Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders»

Look at similar books to Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders»

Discussion, reviews of the book Building Quality Shaders for Unity®: Using Shader Graphs and HLSL Shaders and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.