© Claudia Doppioslash 2018
Claudia DoppioslashPhysically Based Shader Development for Unity 2017https://doi.org/10.1007/978-1-4842-3309-2_14

14. Implementing Advanced Techniques

Claudia Doppioslash
(1)
Liverpool, Merseyside, UK
 
As mentioned, GPUs are not currently fast enough to simulate the finer points of simulating the physics of light in real-time. But you still want to achieve realistic and impressive shading in your games. To work around this problem there is an entire industry worth of tricks, hacks, and approximations designed to give you almost the true result, but with a fraction of the computational expense.
This chapter explains the process of choosing and implementing such techniques in Unity. We’re choosing a technique that can be implemented ...

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