Itβs time to stop thinking that shaders are magical. You can use shaders to turn data into stunning visual effects, and get your hands dirty by building your own shader with this step-by-step introduction to shader development for game and graphics developers. Learn how to make shaders that move, ti
Practical Shader Development: Vertex and Fragment Shaders for Game Developers
β Scribed by Kyle Halladay
- Publisher
- Apress
- Year
- 2019
- Tongue
- English
- Leaves
- 391
- Edition
- 1st ed.
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Itβs time to stop thinking that shaders are magical. You can use shaders to turn data into stunning visual effects, and get your hands dirty by building your own shader with this step-by-step introduction to shader development for game and graphics developers. Learn how to make shaders that move, tint, light up, and look awesome, all without cracking open a math textbook.
Practical Shader Development teaches the theory behind how shaders work. The book also shows you how to apply that theory to create eye-popping visual effects. Youβll learn to profile and optimize those effects to make sure your projects keep running quickly with all their new visuals. Youβll learn good theory, good practices, and without getting bogged down in the math.
Author Kyle Halladay explains the fundamentals of shader development through simple examples and hands-on experiments. He teaches you how to find performance issues in shaders you are using and then how to fix them. Kyle explains (and contrasts) how to use the knowledge learned from this book in three of the most popular game engines today.
What You'll Learn
- Understand what shaders are and how they work
- Get up to speed on the nuts and bolts of writing vertex and fragment shaders
- Utilize color blending and know how blend equations work
- Know the coordinate spaces used when rendering real-time computer graphics
- Use simple math to animate characters, simulate lights, and create a wide variety of visual effects
- Find and fix performance problems in shaders
- See how three popular game engines (Unity, UE4, Godot) handle shaders
Who This Book Is For
Programmers who are interested in writing their own shaders but do not know where to start, anyone who has ever seen shader code on a forum and wished they knew how to modify it just a little bit to fit into their own projects, and game developers who are tired of using the default shaders found in the game engines they are using. The book is especially useful for those who have been put off by existing shader tutorials which introduce complex math and graphics theory before ever getting something on the screen.
β¦ Table of Contents
Front Matter ....Pages i-xxi
Hello, Game Graphics (Kyle Halladay)....Pages 1-15
Your First Shaders (Kyle Halladay)....Pages 17-36
Using Textures (Kyle Halladay)....Pages 37-64
Translucency and Depth (Kyle Halladay)....Pages 65-87
Making Things Move (Kyle Halladay)....Pages 89-111
Cameras and Coordinates (Kyle Halladay)....Pages 113-128
Your First 3D Project (Kyle Halladay)....Pages 129-135
Diffuse Lighting (Kyle Halladay)....Pages 137-160
Your First Lighting Model (Kyle Halladay)....Pages 161-179
Normal Mapping (Kyle Halladay)....Pages 181-200
Cubemaps And Skyboxes (Kyle Halladay)....Pages 201-216
Lighting in Depth (Kyle Halladay)....Pages 217-248
Profiling Shaders (Kyle Halladay)....Pages 249-270
Optimizing Shaders (Kyle Halladay)....Pages 271-282
Precision (Kyle Halladay)....Pages 283-298
Writing Shaders in Unity (Kyle Halladay)....Pages 299-325
Writing Shaders in UE4 (Kyle Halladay)....Pages 327-349
Writing Shaders in Godot (Kyle Halladay)....Pages 351-368
Important Code Snippets (Kyle Halladay)....Pages 369-374
Back Matter ....Pages 375-381
β¦ Subjects
Computer Science; Game Development; Computer Graphics
π SIMILAR VOLUMES
This booked gives me a mixed understanding. It has both good and bad qualities. The author tries to make shaders easy to understand for people who are not programmers. He is successful in this endeavor by outlining how to use Render Monkey. However the author often glosses over details, and it l
Vertex and pixel shader programming allows graphics and game developers to create photorealistic graphics on the personal computer for the first time. And with DirectX, programmers have access to an assembly language interface to the transformation and lighting hardware (vertex shaders) and the pixe
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The best part of the book is the article by Dean Calver on vertex compression. Most of the other material are good practial tricks on shaders plus tutorials. Dean's article not only gives a clever way to compress and decompress vertex position - by concating the model view matrix with his decompress
<DIV><p>Pixel shaders are some of the more powerful graphic tools available for XAML programmers, but shader development bears little resemblance to traditional .NET programming. With this hands-on book, youβll not only discover how to use existing shaders in your Windows Presentation Foundation (WP