Mastering Unity Shaders and Effects


Title : Mastering Unity Shaders and Effects
Edition : 
Year : 2016
Authors : Jamie Dean
Publisher : Packt


Preface
Unity offers a range of tools to get your game project up and running. In version 5, the shaders got a significant upgrade, mostly being replaced with a set of Standard Shaders that can be easily set up to emulate the physical characteristics of real surfaces. In this book, we will be exploring the options made possible with this new set of shaders and how they interact with lighting and effects in the game scene to produce high quality results.
It has been a long journey towards this level of realism in games. For a long time, the processing overhead of real-time lighting made it problematic. The burden of realism was placed squarely on the texture artist who had to bake static surface effects into the textures of characters and props.
Particularly with dynamic game objects such as characters, this made for some disappointing results—characters would move into darker or more brightly lit spaces with a disappointing level of light variation, exposing the simplicity and lack of realism in the game scene.
Advances with graphics, particularly the rapid improvement of graphics cards, have made real-time lighting techniques more cost effective.
This has resulted in higher expectations in games—more realistic surfaces that respond to dynamic lighting in a game scene.
In this book, readers will explore these shader and lighting concepts through the context of a typical sci-fi horror game. This will allow us to explore a variety of lighting and surface effects.

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