Wikibooks:Collections/GLSL Programming in Unity
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GLSL Programming in Unity
[edit source]An Introduction to Real-Time 3D Graphics
[edit source]- Introduction
- 1 Basics
- 1.1 Minimal Shader
- 1.2 RGB Cube
- 1.3 Debugging of Shaders
- 1.4 Shading in World Space
- 2 Transparent Surfaces
- 2.1 Cutaways
- 2.2 Transparency
- 2.3 Order-Independent Transparency
- 2.4 Silhouette Enhancement
- 3 Basic Lighting
- 3.1 Diffuse Reflection
- 3.2 Specular Highlights
- 3.3 Two-Sided Surfaces
- 3.4 Smooth Specular Highlights
- 3.5 Two-Sided Smooth Surfaces
- 3.6 Multiple Lights
- 4 Basic Texturing
- 4.1 Textured Spheres
- 4.2Lighting Textured Surfaces
- 4.3 Glossy Textures
- 4.4 Transparent Textures
- 4.5 Layers of Textures
- 5 Textures in 3D
- 5.1 Lighting of Bumpy Surfaces
- 5.2 Projection of Bumpy Surfaces
- 5.3 Cookies
- 5.4 Light Attenuation
- 5.5 Projectors
- 6 Environment Mapping
- 6.1 Reflecting Surfaces
- 6.2 Curved Glass
- 6.3 Skyboxes
- 6.4 Many Light Sources
- 7 Variations on Lighting
- 7.1 Brushed Metal
- 7.2 Specular Highlights at Silhouettes
- 7.3 Diffuse Reflection of Skylight
- 7.4 Translucent Surfaces
- 7.5 Translucent Bodies
- 7.6 Soft Shadows of Spheres
- 7.7 Toon Shading
- 8 Non-Standard Vertex Transformations
- 8.1 Screen Overlays
- 8.2 Billboards
- 8.3 Nonlinear Deformations
- 8.4 Shadows on Planes
- 8.5 Mirrors
- Appendix on the OpenGL Pipeline and GLSL Syntax
- A.1 OpenGL ES 2.0 Pipeline
- A.2 Vertex Transformations
- A.3 Vector and Matrix Operations
- A.4 Applying Matrix Transformations
- A.5 Rasterization
- A.6 Per-Fragment Operations