Practical Shader Development - Halladay Kyle | Libro Apress 04/2019 -

home libri books ebook dvd e film top ten sconti 0 Carrello

Torna Indietro

halladay kyle - practical shader development

Practical Shader Development Vertex and Fragment Shaders for Game Developers

Disponibilità: Normalmente disponibile in 10 giorni

41,98 €
35,68 €

Questo prodotto usufruisce delle SPEDIZIONI GRATIS
selezionando l'opzione Corriere Veloce in fase di ordine.

Pagabile anche con App18 Bonus Cultura e Carta Docenti

Facebook Twitter Aggiungi commento

Spese Gratis


Lingua: Inglese


Pubblicazione: 04/2019
Edizione: 1st ed.


1. Hello, Game Graphics
2. Your First Shaders
3. Using Textures
4. Translucency and Depth
5. Making Things Move
6. Cameras and Coordinates
7. Your First 3D Project
8. Diffuse Lighting
9. Your First Lighting Model
10. Normal Mapping
11. Cubemaps and Skyboxes
12. Lighting In Depth
13. Profiling Shaders
14. Optimizing Shaders
15. Precision
16. Writing Shaders in Unity
17. Writing Shaders in UE4
18. Writing Shaders in Godot
19. Appendix A. Important Code Snippets


It’s 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. You’ll learn to profile and optimize those effects to make sure your projects keep running quickly with all their new visuals. You’ll 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. 


Kyle Halladay is a professional game programmer living in Chicago. He has more than seven years of experience writing about shaders and building graphics technology for games and architectural visualizations.

Altre Informazioni



Condizione: Nuovo
Dimensioni: 254 x 178 mm Ø 765 gr
Formato: Brossura
Illustration Notes:23 Illustrations, black and white
Pagine Arabe: 381
Pagine Romane: xxi

Utilizziamo i cookie di profilazione, anche di terze parti, per migliorare la navigazione, per fornire servizi e proporti pubblicità in linea con le tue preferenze. Se vuoi saperne di più o negare il consenso a tutti o ad alcuni cookie clicca qui. Chiudendo questo banner o proseguendo nella navigazione acconsenti all’uso dei cookie.