9798294540906 - advanced shader development in unity and hlsl: a complete shader workflows for urp, hdrp, and cross-platform games (graphics programming for beginners, experts, artists and more) de mccarthy, ethan g. (11 resultados)

Idioma: Inglés
Editorial: Independently published, 2025
Serie: GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE, Libro 1 de 2. Libro 1 de 2 - GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE
- Tapa blanda
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices
Contactar con el vendedorVendedor de 5 estrellasCondición: Usado - Como Nuevo
EUR 29,38
Envío por EUR 2,31Se envía dentro de Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Condición: As New. Unread book in perfect condition.

Idioma: Inglés
Editorial: Independently published, 2025
Serie: GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE, Libro 1 de 2. Libro 1 de 2 - GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE
- Tapa blanda
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 29,81
Envío por EUR 2,31Se envía dentro de Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Condición: New.
Más imágenesIdioma: Inglés
Editorial: Independently Published, 2025
Serie: GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE, Libro 1 de 2. Libro 1 de 2 - GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE
- Tapa blanda
Librería: Rarewaves.com USA, London, LONDO, Reino UnidoRarewaves.com USA
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 34,52
Gastos de envío gratisSe envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Paperback. Condición: New.

Idioma: Inglés
Editorial: Independently published, 2025
Serie: GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE, Libro 1 de 2. Libro 1 de 2 - GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE
- Tapa blanda
Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 28,95
Envío por EUR 17,51Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Condición: New.

Idioma: Inglés
Editorial: Independently published, 2025
Serie: GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE, Libro 1 de 2. Libro 1 de 2 - GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE
- Tapa blanda
Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK
Contactar con el vendedorVendedor de 5 estrellasCondición: Usado - Como Nuevo
EUR 30,86
Envío por EUR 17,51Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Condición: As New. Unread book in perfect condition.
Más imágenesIdioma: Inglés
Editorial: Independently Published, 2025
Serie: GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE, Libro 1 de 2. Libro 1 de 2 - GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE
- Tapa blanda
Librería: Rarewaves.com UK, London, Reino UnidoRarewaves.com UK
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 31,30
Envío por EUR 75,89Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Paperback. Condición: New.

Idioma: Inglés
Editorial: Majosta, 2025
Serie: GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE, Libro 1 de 2. Libro 1 de 2 - GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE
- Tapa blanda
Librería: Buchpark, Trebbin, AlemaniaBuchpark
Contactar con el vendedorVendedor de 5 estrellasCondición: Usado - Bueno
EUR 18,38
Envío por EUR 105,00Se envía de Alemania a Estados Unidos de AmericaCantidad disponible: 1 disponibles
Condición: Gut. Zustand: Gut | Seiten: 277 | Sprache: Englisch | Produktart: Bücher | Keine Beschreibung verfügbar.

Idioma: Inglés
Editorial: Independently Published, 2025
Serie: GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE, Libro 1 de 2. Libro 1 de 2 - GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE
- Tapa blanda
- Impresión bajo demanda
Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de AmericaGrand Eagle Retail
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 32,20
Gastos de envío gratisSe envía dentro de Estados Unidos de AmericaCantidad disponible: 1 disponibles
Paperback. Condición: new. Paperback. Have you ever stared at a jaw-dropping visual effect in a AAA game and thought, "How did they make that?"Or maybe you've opened Unity's Shader Graph or written a few lines of HLSL, only to feel lost, overwhelmed, or worse-stuck copying tutorials that don't explain why things work.What if you… could break through the fog of confusion and finally master the art and science of shader development?Not just to copy effects, but to design your own-from scratch-for any platform, any pipeline, and any creative vision?Welcome to Advanced Shader Development in Unity and HLSL: A Complete Shader Workflow for URP, HDRP, and Cross-Platform Games by Ethan G. McCarthy-a book designed not just to teach you shaders, but to make you think like a shader artist.This isn't a paint-by-numbers guide. This is a full-scale exploration of how shaders really work-across Unity's Scriptable Render Pipelines (URP and HDRP), in HLSL, and with Shader Graph-so you can build robust, beautiful, and performant effects across PC, console, mobile, and XR.So, ask yourself.Do you actually understand how light interacts with a surface-or are you still relying on prebuilt materials?Can you design a toon shader that responds to shadows and rim lighting-or do you tweak sliders until something "looks right"?Do your shaders scale across platforms-or break the moment you shift from URP to HDRP?Can your effects hold up at 120 FPS on a phone, or are you unknowingly pushing the GPU over the edge?Have you ever written a surface shader in HLSL and wondered-what just happened?If you've ever felt like shaders are a "black box" of math, magic, and obscure syntax, you're not alone. But here's the truth: you don't need a PhD in graphics programming to master them. You just need the right map-and a guide who speaks your language.Inside this book, you'll learn how to: Understand the rendering pipeline and where your shader fits within it.Design interactive visual effects that respond to physics, audio, player input, and time.Build stylized, photorealistic, and cinematic shaders using real-world game examples.Write efficient HLSL code for both URP and HDRP that scales across devices.Use Shader Graph like a pro, avoiding common traps and performance bottlenecks.Integrate shaders into your workflows with particle systems, terrain, UI, and post-processing.Transition confidently from the Built-In pipeline to URP or HDRP-without rewriting everything from scratch.Benchmark, profile, and optimize your shaders so they look amazing and run smoothly.And this isn't just about technical details. You'll dive deep into design principles, artist-programmer collaboration, and real-world case studies from successful games and studios.Whether you're a technical artist, indie developer, shader hobbyist, or a student aiming to break into the game industry-this book will challenge you, empower you, and transform the way you think about visual effects.So here's the real question: Are you ready to stop relying on other people's shaders and start building your own, fully custom, fully optimized, cross-platform visual magic?Because if you are-this is the book you've been waiting for. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

Idioma: Inglés
Editorial: Independently Published, 2025
Serie: GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE, Libro 1 de 2. Libro 1 de 2 - GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE
- Tapa blanda
- Impresión bajo demanda
Librería: PBShop.store US, Wood Dale, IL, Estados Unidos de AmericaPBShop.store US
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 32,99
Gastos de envío gratisSe envía dentro de Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
PAP. Condición: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

Idioma: Inglés
Editorial: Independently Published, 2025
Serie: GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE, Libro 1 de 2. Libro 1 de 2 - GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE
- Tapa blanda
- Impresión bajo demanda
Librería: PBShop.store UK, Fairford, GLOS, Reino UnidoPBShop.store UK
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 28,97
Envío por EUR 5,86Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
PAP. Condición: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

Idioma: Inglés
Editorial: Independently Published, 2025
Serie: GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE, Libro 1 de 2. Libro 1 de 2 - GRAPHICS PROGRAMMING FOR BEGINNERS, EXPERTS, ARTISTS AND MORE
- Tapa blanda
- Impresión bajo demanda
Librería: CitiRetail, Stevenage, Reino UnidoCitiRetail
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 33,05
Envío por EUR 43,20Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 1 disponibles
Paperback. Condición: new. Paperback. Have you ever stared at a jaw-dropping visual effect in a AAA game and thought, "How did they make that?"Or maybe you've opened Unity's Shader Graph or written a few lines of HLSL, only to feel lost, overwhelmed, or worse-stuck copying tutorials that don't explain why things work.What if you… could break through the fog of confusion and finally master the art and science of shader development?Not just to copy effects, but to design your own-from scratch-for any platform, any pipeline, and any creative vision?Welcome to Advanced Shader Development in Unity and HLSL: A Complete Shader Workflow for URP, HDRP, and Cross-Platform Games by Ethan G. McCarthy-a book designed not just to teach you shaders, but to make you think like a shader artist.This isn't a paint-by-numbers guide. This is a full-scale exploration of how shaders really work-across Unity's Scriptable Render Pipelines (URP and HDRP), in HLSL, and with Shader Graph-so you can build robust, beautiful, and performant effects across PC, console, mobile, and XR.So, ask yourself.Do you actually understand how light interacts with a surface-or are you still relying on prebuilt materials?Can you design a toon shader that responds to shadows and rim lighting-or do you tweak sliders until something "looks right"?Do your shaders scale across platforms-or break the moment you shift from URP to HDRP?Can your effects hold up at 120 FPS on a phone, or are you unknowingly pushing the GPU over the edge?Have you ever written a surface shader in HLSL and wondered-what just happened?If you've ever felt like shaders are a "black box" of math, magic, and obscure syntax, you're not alone. But here's the truth: you don't need a PhD in graphics programming to master them. You just need the right map-and a guide who speaks your language.Inside this book, you'll learn how to: Understand the rendering pipeline and where your shader fits within it.Design interactive visual effects that respond to physics, audio, player input, and time.Build stylized, photorealistic, and cinematic shaders using real-world game examples.Write efficient HLSL code for both URP and HDRP that scales across devices.Use Shader Graph like a pro, avoiding common traps and performance bottlenecks.Integrate shaders into your workflows with particle systems, terrain, UI, and post-processing.Transition confidently from the Built-In pipeline to URP or HDRP-without rewriting everything from scratch.Benchmark, profile, and optimize your shaders so they look amazing and run smoothly.And this isn't just about technical details. You'll dive deep into design principles, artist-programmer collaboration, and real-world case studies from successful games and studios.Whether you're a technical artist, indie developer, shader hobbyist, or a student aiming to break into the game industry-this book will challenge you, empower you, and transform the way you think about visual effects.So here's the real question: Are you ready to stop relying on other people's shaders and start building your own, fully custom, fully optimized, cross-platform visual magic?Because if you are-this is the book you've been waiting for. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.