User:Martin Kraus/Collections/GLSL Programming in Unity
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GLSL Programming in Unity
[edit | edit source]An Introduction to Real-Time 3D Graphics
[edit | edit source]- Introduction
- OpenGL Pipeline and GLSL Syntax
- OpenGL ES 2.0 Pipeline
- Vertex Transformations
- Vector and Matrix Operations
- Applying Matrix Transformations
- Rasterization
- Per-Fragment Operations
- Basics
- Minimal Shader
- RGB Cube
- Debugging of Shaders
- Shading in World Space
- Transparent Surfaces
- Cutaways
- Transparency
- Order-Independent Transparency
- Silhouette Enhancement
- Basic Lighting
- Diffuse Reflection
- Specular Highlights
- Two-Sided Surfaces
- Smooth Specular Highlights
- Two-Sided Smooth Surfaces
- Multiple Lights
- Basic Texturing
- Textured Spheres
- Lighting Textured Surfaces
- Glossy Textures
- Transparent Textures
- Layers of Textures
- Textures in 3D
- Lighting of Bumpy Surfaces
- Projection of Bumpy Surfaces
- Cookies
- Light Attenuation
- Projectors
- Environment Mapping
- Reflecting Surfaces
- Curved Glass
- Skyboxes
- Many Light Sources
- Variations on Lighting
- Brushed Metal
- Specular Highlights at Silhouettes
- Diffuse Reflection of Skylight
- Translucent Surfaces
- Translucent Bodies
- Soft Shadows of Spheres
- Toon Shading
- Non-Standard Vertex Transformations
- Screen Overlays
- Billboards
- Nonlinear Deformations
- Shadows on Planes
- Mirrors