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Cg Programming in Unity
An Introduction to Real-Time 3D Graphics

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Cg Programming in Unity

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An Introduction to Real-Time 3D Graphics

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Introduction
Basics
Minimal Shader
RGB Cube
Debugging of Shaders
Shading in World Space
Transparent Surfaces
Cutaways
Transparency
Order-Independent Transparency
Silhouette Enhancement
Basic Lighting
Diffuse Reflection
Specular Highlights
Two-Sided Surfaces
Smooth Specular Highlights
Two-Sided Smooth Surfaces
Multiple Lights
Basic Texturing
Textured Spheres
Lighting Textured Surfaces
Glossy Textures
Transparent Textures
Layers of Textures
Textures in 3D
Lighting of Bumpy Surfaces
Projection of Bumpy Surfaces
Cookies
Light Attenuation
Projectors
Environment Mapping
Reflecting Surfaces
Curved Glass
Skyboxes
Many Light Sources
Variations on Lighting
Brushed Metal
Specular Highlights at Silhouettes
Diffuse Reflection of Skylight
Translucent Surfaces
Translucent Bodies
Soft Shadows of Spheres
Toon Shading
Non-Standard Vertex Transformations
Screen Overlays
Billboards
Nonlinear Deformations
Shadows on Planes
Mirrors
Graphics without Shaders
Rotations
Projection for Virtual Reality
Bézier Curves
Hermite Curves
Appendix on the Programmable Graphics Pipeline and Cg Syntax
Programmable Graphics Pipeline
Vertex Transformations
Vector and Matrix Operations
Applying Matrix Transformations
Rasterization
Per-Fragment Operations