Aprende shaders en Unity, comenzando en conceptos básicos y terminando en otros más avanzados . El libro incluye una explicación detallada de lenguajes como Cg, HLSL, ShaderLab y Shader Graph .
Más de nueve años de experiencia y técnicas utilizadas en títulos como: Star Wars GD, Nom Noms y Super Studio Frozen 2 mostradas en un sólo libro.
+370 páginas informativas sobre la programación de shaders. De principiante a avanzado de forma lineal, empezando por los conceptos básicos (por ejemplo, el sombreado sin iluminación) y terminando con los avanzados (por ejemplo, el sombreado de cálculo).
It's a good book for getting started with shaders.
However, I felt like the 3rd chapter was very rushed and it had many errors in the code.
The very last chapter was also more of "how to enable Ray Tracing in HDRP" than actually go into detail and explain how and why Ray Tracing works in HDRP, which is what I was expecting.
I also felt that many times throughout the book the author went into great detail explaining tangential standard Unity workflows, but almost no time explaining thr actual code or equations they were implementing.
Overall, I still learned a lot and I would definitely recommend this book for those getting started with shaders in Unity.
This entire review has been hidden because of spoilers.
It's not a good book, and it's not good documentation either. It's just a mediocre attempt at writing a book. The author writes as if it were a university conspectus or a set of notes meant only for himself.