© Claudia Doppioslash 2018
Claudia DoppioslashPhysically Based Shader Development for Unity 2017https://doi.org/10.1007/978-1-4842-3309-2_17

17. When Shading Goes Wrong

Claudia Doppioslash
(1)
Liverpool, Merseyside, UK
 
You have written a great lighting model that you’re proud of, but it goes horribly wrong on your test device. Or on some user’s 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 you’re using is easier. If you’re targeting ...

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