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Exploring Shaders in Unity
Greg Miranda Exploring Shaders in Unity
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Introduction Who am I? What is a shader? Why are shaders important?
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Basic Rendering Pipeline
Rasterization Blending Vertex Shader Pixel Shader (Fragment Shader) Frame Buffer
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Advanced Rendering Pipeline
Shader Model 5 – DirectX 11 Hull Shader Domain Shader Hardware Tesselator Shader Model 4 – DirectX 10 Geometry Shader Shader Model 3 – DirectX 9, OpenGL Vertex Shader Pixel Shader (Fragment Shader) Frame Buffer
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Lighting Specular Diffuse
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Lighting - Diffuse Assume that light is reflected uniformly in all directions Lambertian term Basic idea: The light energy is spread out over a large surface area when the light is at an angle Diffuse = EL * Kd * dot(N, L)
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Lighting - Specular Mirror Reflection Shininess Blinn-Phong
Relates better to micro-facet BRDF theory Uses Half-Vector H = normalize(V + L) Specular = EL * Ks * (H ∙ N)s
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PBR Physically Based Rendering
Term for any technique that tries to achieve photorealism using a physical simulation of light. The rendering equation Tries to describe how a "unit" of light is obtained given all the incoming light that interacts with a specific point of a given scene.
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Custom Shaders Standard Surface Shader Unlit Shader
Image Effect Shader Compute Shader
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Wrap-Up Questions?
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