During 2017 I've written a book about writing Physically Based shaders in #unity3d, and it looks like it's out in print in US now/ebook soon: amazon.com/Physically-Bas
DRM-free ebook will be available at
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My book, Physically Based Shader Development for Unity 2017, has been translated to Korean. acornpub.co.kr/book/physicall
My author's copy arrived today😄
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Shame they don't offer the ebook version when purchasing the paper version.
Decided grab a paper copy to have a look :-)
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I think this upgrade program should work to get the ebook version cheaply :) apress.com/gp/shop/compan
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It is a great book. I love it. It was very useful but I feel like the need to learn more physics. Is there any book that you recommend??
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Thanks!
I tend to use a mix of reading wikipedia, digging up papers, and looking at videos, rather than books
The physics used come from various specialised subfields, such as Colorimetry (which is ridiculously deep). Following the chain of paper references helps with that
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Great book so far! In Chapter 5's diffuse shader, why is TEXCOORD1 used to pass worldNormal in v2f? Why not use NORMAL? On my PC, it seems to work fine with NORMAL.
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Hey, sorry, missed this one.
It might work now, but NORMAL is not an output semantic supported by Cg (see developer.download.nvidia.com/cg/Cg_3.1/Cg-3).
I'm pretty sure that back in Unity 4.x or 5.x, Unity used to complain with a compiler error if using that semantic instead of TEXCOORD.
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How important is the Unity part? Can I try learn more about shaders with this book by using Godot game engine instead?
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Unity is mainly used as an easy to setup renderer. The Physically Based concepts can be implemented in any renderer.
The shader code examples are in Cg, so you'll need to port them. Also there are some explanations of specific bits of Unity, like modifying the Standard shader.





