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Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift FREE CHAPTER 2. Stepping into Virtual Reality 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Changing the appearance of objects with shaders


So far, the graphical work that we've done has all been to do with how the entire scene is rendered. The material so far in this chapter has been relatively code-free and has largely depended on scene configuration. In this section, we'll delve more deeply into the code-oriented side of graphics programming and write a shader, which is essentially a custom set of instructions about how the GPU should render an individual object.

Before we start writing code, it will help to gain a basic understanding of what happens in a shader's execution, so we'll briefly go over the two main processing steps of a shader written in ShaderLab, Unity's shader syntax.

A quick overview of ShaderLab shaders

All ShaderLab shaders go through two main phases: the vertex phase and the fragment phase. All code in the vertex phase is run once on every vertex on an object, and all code in the fragment phase is performed for every pixel of the object rendered to the screen...

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