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Kenny Lammers

Unity Shaders and Effects Cookbook

  • Timur Ahmetovfez uma citaçãohá 8 anos
    Half Lambert was a technique created by Valve as a way of getting the lighting to show the surface of an object in low-light areas. It basically brightens up the diffuse lighting of the Material and wraps the diffuse light around an object's surface.
  • Timur Ahmetovfez uma citaçãohá 8 anos
    How it works…
    Unity has made the task of getting your Shader environment up and running, very easy for you. It is simply a matter of a few clicks and you are good to go. There are a lot of elements working in the background, with regard to the Surface Shader itself. Unity has taken the Cg Shader language and made it more efficient to write, by doing a lot of the heavy Cg code lifting for you. The Surface Shader language is a more component-based way of writing Shaders. Tasks such as processing your own texture coordinates and transformation matrices have already been done for you, so you don't have to start from scratch any more. In the past, we would have to start a new Shader and rewrite a lot of code over and over again. As you gain more experience with Surface Shaders, you will naturally want to explore more of the underlying functions of the Cg language and how Unity is processing all of the low-level graphics processing unit (GPU) tasks for you.
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