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HLSL Development Cookbook电子书

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41人正在读 | 0人评论 6.2

作       者:Doron Feinstein

出  版  社:Packt Publishing

出版时间:2013-06-13

字       数:125.1万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Written in an engaging yet practical manner, HLSL Development Cookbook allows you to pick the recipes you need as and when they are required.If you have some basic Direct3D knowledge and want to give your work some additional visual impact by utilizing advanced rendering techniques, then this book is for you. It is also ideal for those seeking to make the transition from DirectX 9 to DirectX 11, and those who want to implement powerful shaders with the High Level Shader Language (HLSL).
目录展开

HLSL Development Cookbook

Table of Contents

HLSL Development Cookbook

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. Forward Lighting

Introduction

Hemispheric ambient light

Getting ready

How to do it...

How it works...

Directional light

Getting ready

How to do it...

How it works…

There's more…

Point light

Getting ready

How to do it...

How it works…

Spot light

Getting ready

How to do it...

How it works…

Capsule light

Getting ready

How to do it...

How it works…

Projected texture – point light

Getting ready

How to do it...

How it works…

Projected texture – spot light

Getting ready

How to do it...

How it works…

Multiple light types in a single pass

Getting ready

How to do it...

How it works…

There's more…

2. Deferred Shading

Introduction

GBuffer generation

Getting ready

How to do it...

How it works...

There's more...

GBuffer unpacking

Getting ready

How to do it...

How it works…

Directional light

Getting ready…

How to do it...

How it works…

Point light

Getting ready

How to do it...

How it works…

Capsule light

Getting ready…

How to do it...

How it works…

Spot light

Getting ready

How to do it...

How it works…

3. Shadow Mapping

Introduction

Spot light PCF shadows

Getting ready

How to do it...

How it works...

There's more...

Point light PCF shadows

Getting ready

How to do it...

How it works...

There's more…

Cascaded shadow maps

Getting ready

How to do it...

How it works…

PCF with varying penumbra size

Getting ready

How to do it...

How it works…

There's more…

Visualizing shadow maps

Getting ready

How to do it...

How it works…

4. Postprocessing

Introduction

HDR rendering

Getting ready

How to do it...

How it works...

There's more…

Adaptation

Getting ready

How to do it...

How it works…

There's more…

Bloom

Getting ready

How to do it...

How it works…

Distance depth of field

Getting ready…

How to do it...

How it works…

Bokeh

Getting ready

How to do it...

How it works…

5. Screen Space Effects

Introduction

Screen space ambient occlusion

Getting ready

How to do it...

How it works…

Lens flare

Getting ready

How to do it...

How it works…

There is more…

Screen space reflections

Getting ready

How to do it...

How it works…

Screen space Sun rays

Getting ready

How to do it...

How it works…

6. Environment Effects

Introduction

Dynamic decals

Getting ready

How to do it...

How it works…

There's more…

Distance/Height-based fog

Getting ready

How to do it...

How it works…

Rain

Getting ready

How to do it...

How it works…

Index

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