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

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GLSL Programming in Unity

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An Introduction to Real-Time 3D Graphics

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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