Â©Â Claudia DoppioslashÂ 2018ClaudiaÂ DoppioslashPhysically Based Shader Development for Unity 2017https://doi.org/10.1007/978-1-4842-3309-2_17
17.Â When Shading Goes Wrong
Liverpool, Merseyside, UK
You have written a great lighting model that youâre proud of, but it goes horribly wrong on your test device. Or on some userâs device. Or you have an unexplainable bug on your machine, which goes away when you deploy to your platform. If any of this has happened to you, welcome to the wonderful and painful world of shader debugging.
Debugging gets increasingly hard the more steps of separation you have from your development platform. Debugging when your target platform is the same as the PC youâre using is easier. If ...