Book Description Condition: New. Book is in NEW condition. Seller Inventory # 1484286510-2-1
Book Description Condition: New. New! This book is in the same immaculate condition as when it was published. Seller Inventory # 353-1484286510-new
Book Description paperback. Condition: New. Language: ENG. Seller Inventory # 9781484286517
Book Description Condition: New. Seller Inventory # 44747293-n
Book Description Condition: New. Seller Inventory # 44747293-n
Book Description paperback. Condition: New. BRAND NEW ** SUPER FAST SHIPPING FROM UK WAREHOUSE ** 30 DAY MONEY BACK GUARANTEE. Seller Inventory # 9781484286517-GDR
Book Description Paperback. Condition: new. Paperback. 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 targetsWho Is This Book ForThis 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. Beginning to Intermediate Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Seller Inventory # 9781484286517
Book Description Condition: new. Seller Inventory # NWXF7NJCD5
Book Description Paperback. Condition: Brand New. 734 pages. 10.00x7.00x1.75 inches. In Stock. Seller Inventory # __1484286510
Book Description Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Understand what shaders are and what they're 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 Unity's 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 targetsWho Is This Book ForThis 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. 734 pp. Englisch. Seller Inventory # 9781484286517