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  • Practical Shader Development: Vertex and Fragment Shaders for Game Developers (Kyle Hallady 著)

    Chapter 1: Hello, Game Graphics

    Chapter 2: Your First Shaders

    Chapter 3: Using Textures

    Chapter 4: Translucency and Depth

    Chapter 5: Making Things Move

    Chapter 6: Cameras and Coordinates

    Chapter 7: Your First 3D Project

    Chapter 8: Diffuse Lighting

    Chapter 9: Your First Lighting Model

    Chapter 10: Normal Mapping

    Chapter 11: Cubemaps And Skyboxes

    Chapter 12: Lighting in Depth

    Chapter 13: Profiling Shaders

    Chapter 14: Optimizing Shaders

    Chapter 15: Precision

    Chapter 16: Writing Shaders in Unity

    Chapter 17: Writing Shaders in UE4

    Chapter 18: Writing Shaders in Godot

    Chapter 1: Hello, Game Graphics

      What Is Rendering?

      What Is a Mesh?

    Meshes are one of the methods we have for describing shapes in a way that will make sense to a computer. To define a shape, a mesh needs to store information about three things: vertices, edges, and faces

    Vertices are points in 3D space.

    Edges are the lines that connect the vertices

    Faces are 2D shapes formed by three or more edges. You can think of faces as the space in between the edges of a mesh

    Only a mesh’s vertices are stored in memory, and the edges and faces of a mesh are defined implicitly by the order the vertices are in

    Which side of a face is the front is important because many games won’t render the “back” side of mesh faces. This is an optimization known as backface culling, and is a common optimization used in games

      Vectors 101

      Defining a Colorl in Computer Graphics

      The Rendering Pipeline

      What Is a Shader?

      Summary

    Chapter 2: Your First Shaders

      Setting Things Up on Windows

      Setting Up Our Project

      Creating Your First Triangle

      Your First Vertex Shader

        The #version Preprocessor Directive

        GLSL's in Keyword

        GLSL's vec Data Types

        Writing to gl_Position

        Normalized Device Coordinates

      Your First Fragment Shader

        GLSL's out Keyword

      Using Shaders in Our Project

      Adding Color with Vertex Attributes

      Introducing Fragment Interpolation

      Summary

    Chapter 3: Using Textures

      Making a Quad

      Introducing UV Coordinates

      Using Textures in Shaders

      Scrolling UV Coordinates

      Adjusting Brightness with a Uniform

      Basic Color Math

      Mixing Textures with the "Mix" Instruction

      Summary

    Chapter 4: Translucency and Depth

      Example Project Setup

      Drawing Our Little Green Man

      Alpha Testing with Discard

      Building a Scene with Depth Testing

      Creating Clouds with Alpha Blending

      GLSL's min() and max() Functions

      How Alpha Blending Works

      Adding Some Sun with Additive Blending

      Animating with Sprite Sheets

      Summary

    Chapter 5: Making Things Move

      Making Our Character Walk Forward

      Scaling Our Cloud in Shader Code

      Rotating Objects with a Vertex Shader

      Introducing Transformation Matrices

      Animating a Transformation Matrix

      The Identity Matrix

      Summary

    Chapter 6: Cameras and Coordinates

      Using a View Matrix

      Transform Matrices and Coordinate Spaces

      Camera Frustums and Projections

      Summary

    Chapter 7: Your First 3D Project

      Loading a Mesh

      Making a Perspective Camera

      Summary

    Chapter 8: Diffuse Lighting

      Smooth vs. Flat Shading with Normals

      World Space Normals and Swizzling

      The Normal Matrix

      Why Lighting Calculations Need Normals

    Normals are essential to lighting calculations because they allow us to figure out the relationship between the direction of light that’s hitting our mesh’s surface and the orientation of that surface itself. We can think of every fragment on a mesh as being a tiny, completely flat point, regardless of the overall shape of the mesh. Using this mental model, light hitting a fragment can be thought about like Figure 8-6.

      What's a Dot Product?

      Shading with Dot Products

      Your First Directional Light

      Creating a Rim Light Effect

      Summary

    Chapter 9: Your First Lighting Model

      Specular Lighting

      Your First Specular Shader

      Combining Diffuse and Specular Light

      Ambient Lighting

      The Phong Lighting Model

      Blinn-Phong Lighting

      Using Textures to Control Lighting

      Summary

    Chapter 10: Normal Mapping

    Notice that the very center metal portion of our shield mesh consists of very few vertices. What would happen if we wanted that area to be covered with small scratches, or bumps, like you might expect from a shield made of unpolished metal? The central square of the shield is made up of only four vertices total, which means that without adding more vertices to our mesh, we’re incapable of adding these sorts of small details in actual mesh geometry. We could add more vertices to let us model more detail, but the more vertices a mesh has, the more vertex shader calculations need to be performed to render the mesh and the more memory the mesh takes up. Most games can’t afford to add thousands of vertices to every object just for bumps and scratches.

    To get around this problem, games use a special kind of texture map, called a normal map, to store normal vectors in the same way that our spec map texture stores information about our surface’s shininess. Since there are many more pixels in our normal map texture than there are vertices in our mesh, this gives us a way to store many more normal vectors than we can with just our geometry. 

      What Is a Normal Map?

    A normal map is a texture that stores normalized vectors instead of colors in each pixel. This means that the RGB value of each pixel in a normal map texture is really the XYZ value of a normal vector that we can use in our lighting calculations

    However, textures have no way to represent values less than 0, since there’s no such thing as a negative color. This would normally mean that we would only be able to store vectors with positive components, but this would make normal maps almost useless for storing normal vectors, since it would severely limit the directions that could be stored. To work around this, normal maps treat the value 0.5 as 0.0. This means that a pixel with the color (0, 0.5, 1) represents the vector (-1, 0, 1). The side effect of this is that we have to do some additional shader math after sampling a normal map, to convert the color value to the desired vector direction.

    You may have seen normal maps before; they usually have a blueish tint to them. For instance, the normal map we’re going to use on our shield is shown in Figure 10-3. This blue tint is because the blue channel of every pixel in a normal map corresponds to the Z value of the vectors being stored in the texture. Normal mapping uses a special coordinate space called tangent space, which is defined relative to the surface of our mesh. For any given point, the Z axis in tangent space points in the direction of the mesh geometry’s normal vector. Since the normal that we provide in a normal map will also point away from the surface of the mesh, this means that every normal vector we store will have a positive Z value, resulting in every pixel having a blue value greater than 0.5.

    Figure 10-3 shows the kinds of surface details that normal mapping is commonly used to provide. If you look closely, you can see the bumpy surface of the metal areas of our mesh, and the grain of the wood. These kinds of small details would take thousands of triangles to render convincingly, but are handled easily by normal mapping.

      Introducing Tangent Space

    Tangent space is one of the weirder coordinate spaces out there, because it’s a perfragment coordinate space. Rather than being based on the orientation of the camera or the position of an object, it’s defined relative to the surface of the mesh that each fragment is from.

    We already know that the Z axis in tangent space always points in the direction of the normal vector that we get from our mesh’s geometry, so all that’s left is for us to figure out what the other two axes are. The X axis of tangent space comes from our mesh’s tangent
    vectors. Tangent vectors are stored on each vertex of our mesh, just like vertex colors or normal vectors, and store the direction of the U axis of our mesh’s UV coordinates. The Y axis of tangent space is known as the bitangent, which is a vector that is perpendicular to
    both the tangent and normal vectors. The bitangent is usually calculated in shader code, rather than stored in mesh memory. Put together, these three vectors create the axes of a coordinate space that is oriented to the current fragment being processed.

    From the diagram, it may look as though we could use any set of perpendicular vectors for the tangent and bitangent directions, but it’s important that they are aligned with our UV coordinate directions so that our normal mapping calculations match up with the texture samples for a given fragment.

    You might be wondering why we’re storing our normal vectors in this weird coordinate space at all, rather than just storing the vectors in a normal map in object space. Some games do choose to work with object space normal maps, rather than the more typical tangent space ones that we’ve seen so far. However, object space normal maps have several limitations, like not supporting mesh animations, and not allowing artists to reuse UV coordinates for different parts of a mesh. These limitations have led most games to opt for tangent space normal maps despite the increased complexity, so that normal mapping can be applied to the widest range of meshes possible.

      Working with Tangent Vectors

      Introducing Cross Products

      How Normal Mapping Works

      Writing a Water Shader

      There's More to Normal Mapping

      Summary

    Chapter 11: Cubemaps And Skyboxes

      What Is a Cubemap?

    A cubemap is a special kind of texture, and what makes it special is that it’s made up of a combination of six individual textures stored in memory in a way that lets us treat them as though they’re a single object. Cubemaps get their name because each of these six textures is treated as though they are one of the faces of a cube

      Loading a Cubemap in openFrameworks

      Rendering a Cubemap on a Cube

      Introducing Skyboxes

    A skybox is a large cube that is always positioned in the same place that the camera is. This means that the camera will always be located inside of the cube, and the cube will not appear to move if the camera is translated. A cubemap is applied to the faces of the cube that face inward, so that wherever the camera looks, rather than seeing a background color, it will see a cubemap texture instead.

      The Perspective Divide

      Skyboxes and the Perspective Divide

      Finishing Our Skybox

      Creating Cubemap Reflections

      There's More to Cubemaps

      Summary

    Chapter 12: Lighting in Depth

      Directional Lights

      Point Lights

      Spot Lights

      Multiple Light Sources

      A More Flexible Multi-light Setup

      Taking Things Farther

      Summary

    Chapter 13: Profiling Shaders

      How to Measure Performance

      CPU Time vs. GPU Time

      Working Arround VSync

      Working Around Your Computer

      Practical Profiling

      Introducing Nsight Graphics

      Are We CPU or GPU bound?

        A Handy Shortcut

      Tracking Down A Problem Shader

      Summary

    Chapter 14: Optimizing Shaders

      Move Calculations to Vertex Shaders

      Avoid Dynamic Branching

      Get MAD

      Prefer GLSL Functions over Your Own

      Use Write Masks

      Avoid Unnecessary Overdraw

      Final Thoughts

      Summary

    Chapter 15: Precision

      What Is Floating-Point Precision

      Case Study: Animation over Time

      Working with Lower Precision Variables

      Case Study: Point Light Problem

      Summary

    Chapter 16: Writing Shaders in Unity

      Shaders and Materials in Unity

      Introducing ShaderLab

      A Solid Color Shader

      Porting Our Blinn-Phong Shader

      Translucent Shaders in Unity

      Handing Multiple Lights

      Passing Data from C# to Shader Code

      Next Steps, ShaderGraph, and the Future

      Summary

    Chapter 17: Writing Shaders in UE4

      Shaders, Materials, and Instances (Oh My!)

      Making Things Red

      UE4 Material Node Graph Fundamentals

      Making a Rim Light Material

      The Default Lit Material Inputs

      Vertex Shader or Fragment Shader?

      Working with Different Shading Models

      Blend Modes and Texture Sample Nodes

      Passing Data from Code to Materials

      How Does All This Relate to Shader Code?

      Summary

    Chapter 18: Writing Shaders in Godot

      Shaders and Materials

      The Godot Shading Language

      Fragment Shader Output Variables

      Making a Custom Rim Light Shader

      Custom Vertex Shaders

      UV Animation

      Translucent Shaders and Blend Modes

      Passing Data from Code to Shaders

      The Future: Visual Shader Editing?

      Summary

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  • 原文地址:https://www.cnblogs.com/revoid/p/12114348.html
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