回首頁 到查詢結果 [ subject:"Unity (Electronic resource)" ]

Physically based shader development ...
Doppioslash, Claudia.

FindBook      Google Book      Amazon      博客來     
  • Physically based shader development for Unity 2017 = Develop Custom Lighting Systems /
  • 紀錄類型: 書目-電子資源 : Monograph/item
    正題名/作者: Physically based shader development for Unity 2017/ by Claudia Doppioslash.
    其他題名: Develop Custom Lighting Systems /
    作者: Doppioslash, Claudia.
    出版者: Berkeley, CA :Apress : : 2018.,
    面頁冊數: xxiii, 232 p. :ill., digital ;24 cm.
    內容註: Chapter 1: How Shader Development Works -- Chapter 2: Your first Unity Shader -- Chapter 3: Your first Lighting Unity shader -- Chapter 4: What is Physically Based Shading? -- Chapter 5: Your first Physically Based Shader -- Chapter 6: Your first Image Effect -- Chapter 7: HDR, Tone Mapping and Color Grading -- Chapter 8: The Ethology of BRDFs -- Chapter 9: The Implementation of BRDFs -- Chapter 10: Approximate your BRDFs -- Chapter 11: How the Standard Shader works -- Chapter 12: The Unity Standard Shader Subsystems, and What They Can Do for You -- Chapter 13: Hooking into the Unity Shader Subsystems -- Chapter 14: Reflections and Cube Maps -- Chapter 15: Making Shaders Artists Will Use -- Chapter 16: Code Complexity and Ubershaders -- Chapter 17: When Shading Goes Wrong, Check The Models -- Chapter 18: Resources to Keep Up with the Bleeding Edge, and How to Read Them.
    Contained By: Springer eBooks
    標題: Computer games - Design. -
    電子資源: http://dx.doi.org/10.1007/978-1-4842-3309-2
    ISBN: 9781484233092
館藏地:  出版年:  卷號: 
館藏
  • 1 筆 • 頁數 1 •
 
W9341847 電子資源 11.線上閱覽_V 電子書 EB QA76.76.C672 一般使用(Normal) 在架 0
  • 1 筆 • 頁數 1 •
多媒體
評論
Export
取書館
 
 
變更密碼
登入