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Unity Wikibooks

JungSu Kim edited this page Jan 26, 2016 · 1 revision

Reference

Basics

  • Minimal Shader (about shaders, materials, and game objects)
  • RGB Cube (about vertex output parameters)
  • Debugging of Shaders (about vertex input parameters)
  • Shading in World Space (about uniforms)

Transparent Surfaces

  • Cutaways (about discarding fragments and triangle-face culling)
  • Transparency (about blending)
  • Order-Independent Transparency (about order-independent blending)
  • Silhouette Enhancement (about transforming normal vectors)

Basic Lighting

  • Diffuse Reflection (about per-vertex diffuse lighting and multiple light sources of different kinds)
  • Specular Highlights (about per-vertex lighting)
  • Two-Sided Surfaces (about two-sided per-vertex lighting)
  • Smooth Specular Highlights (about per-pixel lighting)
  • Two-Sided Smooth Surfaces (about two-sided per-pixel lighting)
  • Multiple Lights (about for-loops for handling multiple light sources in one shader pass)

Basic Texturing

  • Textured Spheres (about texturing a sphere)
  • Lighting Textured Surfaces (about textures for diffuse lighting)
  • Glossy Textures (about gloss mapping)
  • Transparent Textures (about using alpha textures for discarding fragments, alpha testing, and blending)
  • Layers of Textures (about multitexturing)

Textures in 3D

  • Lighting of Bumpy Surfaces (about normal mapping)
  • Projection of Bumpy Surfaces (about parallax mapping)
  • Cookies (about projective texture mapping for shaping light)
  • Projectors (about projective texture mapping for projectors)

Environment Mapping

  • Reflecting Surfaces (about reflection mapping)
  • Curved Glass (about refraction mapping)
  • Skyboxes (about rendering of environment maps as background)
  • Many Light Sources (about image-based lighting)

Variations on Lighting

  • Brushed Metal (about anisotropic specular reflection)
  • Specular Highlights at Silhouettes (about the Fresnel factor for specular reflection)
  • Diffuse Reflection of Skylight (about hemisphere lighting)
  • Translucent Surfaces (about diffuse and forward-scattered transmission of backlight)
  • Translucent Bodies (about diffuse lighting with reduced contrast and transmission of diffuse backlight at silhouettes)
  • Soft Shadows of Spheres (about rendering the umbra and penumbra of spheres)
  • Toon Shading (about non-photorealistic rendering)

Non-Standard Vertex Transformations

  • Screen Overlays (about a direct transformation from object space to screen space)
  • Billboards (about view-aligned projection of objects)
  • Nonlinear Deformations (about vertex blending)
  • Shadows on Planes (about projecting shadows onto planes)
  • Mirrors (about mirroring objects and stenciling with the alpha buffer)

Miscellaneous

  • Rotations (about Euler angles and quaternions)
  • Projection for Virtual Reality (about off-axis perspective projection)
  • Bézier Curves (about quadratic Bézier curves and splines)
  • Hermite Curves (about cubic Hermite curves and splines)
  • Debugging Shaders with Visual Studio

Basic Features of Unity

  • Fog
  • Lightmaps
  • Particles
  • Halos
  • Spherical Harmonic Lighting
  • Generate Cube Texture with ReadPixels
  • Features Related to RenderTexture[edit]
  • Water Reflection and Refraction (about Water)
  • Image Processing (Unity's grab pass)
  • Shadow Maps

Optimizing Shaders

  • Per-Vertex vs. Per-Fragment Computations
  • Blending and discard (and Alpha Test)
  • Precision of Variables
  • Sampling of Textures
  • Other Recommendations

Other Topics

  • Z Priming
  • Chroma Keying
  • Illuminated Lines
  • Ambient Occlusion by Spheres (soft shadows of spheres from skylight)
  • Water Waves (procedural normal mapping)
  • Curved Mirrors (raytraced reflections)
  • Shadow Volumes without Stencil Buffer
  • Animated Sprites
  • Procedural Textures (noise)
  • Glitter Effect
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