Physically Based Shader Development for Unity 2017 Develop Custom Lighting Systems
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exit ping star zed run roc specular funcPart I: Introduction to Shaders In Unity
Chapter 1: How Shader Development Works
Chapter 2: Your First Unity Shader
Chapter 3: The Graphics Pipeline
Chapter 4: Transforming Coordinate Spaces
Chapter 5: Your First Unity Lighting Shader
Chapter 6: Specular Implementation
Part II: Physically Based Shading
Chapter 8: What Is Physically Based Shading?
Chapter 9: Making a Shader Physically Based
Chapter 10: Post-Processing Effects
Chapter 12: Implementing a BRDF
Chapter 13: Hooking Into the Standard Shader
Chapter 14: Implementing Advanced Techniques
Part III: Shader Development Advice
Chapter 15: Making Shaders Artists Will Use
Chapter 16: Complexity and Ubershaders
Chapter 17: When Shading Goes Wrong
Chapter 18: Keeping Up with the Industry
Chapter 1: How Shader Development Works
銆€銆€What Is a Shader?
銆€銆€銆€銆€Shaders as Light Simulations
銆€銆€銆€銆€Rendering as Perspective Drawing
銆€銆€銆€銆€Rendering Process
銆€銆€銆€銆€Shaders as Code Running on GPUs
銆€銆€銆€銆€Shader Execution
銆€銆€銆€銆€Different Types of Shaders
銆€銆€銆€銆€Coordinate Systems
銆€銆€銆€銆€Types of Light
銆€銆€The Rendering Equation
銆€銆€銆€銆€The Behavior of Light
銆€銆€銆€銆€Renderer Type
銆€銆€銆€銆€Shader Visual Graphs
銆€銆€Summary
銆€銆€Next
Chapter 2: Your First Unity Shader
銆€銆€Introduction to Unity
銆€銆€銆€銆€Set Up
銆€銆€銆€銆€Unity UI
銆€銆€銆€銆€Make Your First Scene
銆€銆€銆€銆€Shader Editing
銆€銆€Shader Editing
銆€銆€銆€銆€From White to Red
銆€銆€銆€銆€Adding Properties
銆€銆€Summary
銆€銆€Next
Chapter 3: The Graphics Pipeline
銆€銆€Why Learn the Basics of Graphics APIs
銆€銆€A General Structure of the Graphics Pipeline
銆€銆€The Rasterizer
銆€銆€The Structure of an Unlit Shader
銆€銆€Vertex Data Structure
銆€銆€Vertex Function
銆€銆€Fragment Data Structure
銆€銆€Fragment Function
銆€銆€Adding Vertex Colors Support
銆€銆€銆€銆€Appdata Additions
銆€銆€銆€銆€v2f Additions
銆€銆€銆€銆€Assign the Color in the Vertex Function
銆€銆€銆€銆€Use the Color in the Fragment Function
銆€銆€銆€銆€Final Result
銆€銆€Summary
銆€銆€Next
Chapter 4: Transforming Coordinate Spaces
銆€銆€Coordinate Spaces Who鈥榮 Who
銆€銆€銆€銆€Object Space
銆€銆€銆€銆€World Space
銆€銆€銆€銆€Transformation Between Spaces
銆€銆€銆€銆€Camera Space
銆€銆€銆€銆€Clip Space
銆€銆€銆€銆€Normalized Device Coordinates
銆€銆€銆€銆€Screen Space
銆€銆€Underneath Built-In Functions
銆€銆€Where to Find the Shader "Standard Library" Code
銆€銆€Summary
銆€銆€Next銆€銆€ 銆€銆€
Chapter 5: Your First Unity Lighting Shader
銆€銆€Lighting Shaders
銆€銆€銆€銆€What Is an Approximation
銆€銆€銆€銆€Diffuse Approximation
銆€銆€銆€銆€Specular Approximation
銆€銆€銆€銆€Diffuse and Specular Combined
銆€銆€Calculating Basic Lighting
銆€銆€銆€銆€Diffuse
銆€銆€Your First Lighting Unity Shader
銆€銆€銆€銆€Implementing a Diffuse Term
銆€銆€銆€銆€Adding a Texture Property
銆€銆€銆€銆€Adding an Ambient Value
銆€銆€Summary
銆€銆€Next
Chapter 6: Specular Implementation
銆€銆€Calculating Basic Lighting (Part II)
銆€銆€銆€銆€Specular
銆€銆€銆€銆€Your First Lighting Unity Shader (Part II)
銆€銆€Supporting More Than One Light
銆€銆€Summary
銆€銆€Next
Chapter 7: Surface Shaders
銆€銆€What Is a Surface Shader?
銆€銆€銆€銆€The Default Surface Shader
銆€銆€銆€銆€Pragmas
銆€銆€銆€銆€New Data Structure
銆€銆€銆€銆€The Surface Function
銆€銆€銆€銆€What鈥榮 a Lighting Model?
銆€銆€銆€銆€Data Flow of a Surface Shader
銆€銆€Editing a Surface Shader
銆€銆€銆€銆€Add a Second Albedo Map
銆€銆€銆€銆€Add a Normal Map
銆€銆€銆€銆€Making Sure Shadow Work
銆€銆€銆€銆€Use Different Built-In Lighting Models
銆€銆€Writing a Custom Lighting Model
銆€銆€銆€銆€Lighting Model Function Signatures
銆€銆€銆€銆€The SurfaceOutput Data Structure
銆€銆€銆€銆€The Surface Function
銆€銆€銆€銆€Properties Block
銆€銆€銆€銆€The Custom Lighting Function
銆€銆€Summary
銆€銆€Next
Chapter 8: What Is Physically Based Shading?
銆€銆€Light Is an Electromagnetic Wave
銆€銆€Microfacet Theory Overview
銆€銆€Refraction and Other Beats
銆€銆€Fresnel Reflectance
銆€銆€How to Measure Light
銆€銆€銆€銆€Solid Angle
銆€銆€銆€銆€Power
銆€銆€銆€銆€Irradiance
銆€銆€銆€銆€Radiance
銆€銆€How to Represent a Material
銆€銆€銆€銆€Bidirectional Reflectance Distribution Function (BRDF)
銆€銆€銆€銆€Microfacet Theory
銆€銆€The Rendering Equation (Part II)
銆€銆€Hacks Real-Time Rendering Needs
銆€銆€HDR and Tone Mapping
銆€銆€Linear Color Space
銆€銆€Why Is Physically Based Shading Useful?
銆€銆€Summary
銆€銆€Next
Chapter 9: Making a Shader Physically Based
銆€銆€Analyzing Phong
銆€銆€銆€銆€Checking for Positivity
銆€銆€銆€銆€Checking for Reciprocity
銆€銆€銆€銆€Checking for Energy Conservation
銆€銆€The Modified Phong
銆€銆€Summary
銆€銆€Next
Chapter 10: Post-Processing Effects
銆€銆€How Post-Processing Effects Work
銆€銆€Why Post-Processing Effects Are Useful
銆€銆€Setting Up a Post Effect
銆€銆€銆€銆€HDR and Linear Setup
銆€銆€銆€銆€Script Setup
銆€銆€Conversion to Linear
銆€銆€RenderTextures Brief Overview
銆€銆€A Simple Tone Mapper
銆€銆€Post-Processing Stack v1
銆€銆€Post-Processing Stack v2
銆€銆€Summary
銆€銆€Next
Chapter 11: BRDFs Who鈥榮 Who
銆€銆€BRDF Explorer
銆€銆€BRDF Parameterizations
銆€銆€Reading BRDF Explorer鈥榮 Output
銆€銆€銆€銆€Phong
銆€銆€銆€銆€MERL Database
銆€銆€銆€銆€Comparing BRDFs
銆€銆€銆€銆€An Incomplete List of BRDFs Used in Real-Time Rendering
銆€銆€Summary
銆€銆€Next
Chapter 12: Implementing a BRDF
銆€銆€Which BRDF to Implement?
銆€銆€Finding References
銆€銆€銆€銆€CookTorrance
銆€銆€銆€銆€Disney
銆€銆€Starting from the Paper
銆€銆€銆€銆€CookTorrance (or Microfacet) BRDF
銆€銆€銆€銆€Disney BRDF
銆€銆€Implementation
銆€銆€銆€銆€Properties
銆€銆€銆€銆€Custom Light Function Implementation
銆€銆€銆€銆€Utility Functions
銆€銆€銆€銆€CookTorrance Implementation
銆€銆€銆€銆€Disney Diffuse
銆€銆€銆€銆€Another Implementation of the Disney Diffuse
銆€銆€銆€銆€Putting It All Together
銆€銆€Summary
銆€銆€Next
Chapter 13: Hooking Into the Standard Shader
Chapter 14: Implementing Advanced Techniques
Chapter 15: Making Shaders Artists Will Use
Chapter 16: Complexity and Ubershaders
Chapter 17: When Shading Goes Wrong
Chapter 18: Keeping Up with the Industry
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《Real-Time Rendering》第四版学习笔记——Chapter 9 Physically Based Shading
《Real-Time Rendering》第四版学习笔记——Chapter 9 Physically Based Shading
《Real-Time Rendering》第四版学习笔记——Chapter 9 Physically Based Shading
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