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Jettelly's New Book On Unity's Shader Functions Is Out Now

Elevate your projects with Shaders and Procedural Images for Technical Art e-book from the authors of The Unity Shaders Bible, covering essential topics for shader development in Unity, including polynomial and trigonometric functions, implemented with HLSL and Shader Graph to create shapes and figures in 2D & 3D.

For those unaware, The Unity Shader Bible is an ultimate guide on shader development in Unity made by the Jettelly team. Starting with shader programming basics, proceeding through light, shadow, and surface applications, and delving into sophisticated topics like Compute Shader and Ray Tracing, this book will help you understand this topic, starting from simple concepts and ending in advanced ones.

Back in February, we talked to Fabrizio Espíndola, the writer of The Unity Shader Bible and Jettelly founder, who currently works as a Senior Technical Artist at Rovio. For a long time, he wanted someone to write at least an approachable guide to shader development in Unity and ultimately decided to do it himself with "The Bible", which sold over 1000 copies by 2022.

Now, if you don't want too much technicality, The Unity Shaders Bible is for you. However, to explore more detailed and advanced knowledge of how to apply mathematical concepts and programming tools to create dynamic and engaging visualizations, the Jettelly team has released the Visualizing Equations series with the first book titled Essential Math for Game Devs.

The second and much-anticipated book in this series called Shader and Procedural Images for Technical Art is finally out now, although still in Early Access at a lower price. Starting with polynomial functions and culminating with sign distance functions in both 2D and 3D, it offers a clear explanation of procedural shapes using mathematics. You'll also study Signed Distance Functions for representing objects like stars and cubes and learn ray marching for 3D compositions.

Image Credits: Jettelly

According to the official site, Shader and Procedural Images for Technical Art is divided into five chapters: Polynomial functions, Trigonometric functions, Drawing with functions, Analysis of 2D SDF, and Analysis of 3D SDF.

Here's the list of topics the book is going to cover:

  • Introduction to linear and exponential functions
  • Exploration of the concept of origin points and connecting lines between points
  • Implementation of polynomial functions in HLSL with Shader Graph to draw shapes
  • Review of basic trigonometric functions
  • Understanding point reflection and two-dimensional rotation
  • Integration of trigonometric functions in HLSL with Shader Graph to draw shapes
  • Using mathematical functions to creatively create two-dimensional figures
  • Drawing a procedural sword and a shuriken using Shader Graph
  • Implementation of filters to enhance the resolution of generated figures
  • Exploration of the basic structure for developing a 2D SDF
  • Analysis of the SDF representation of a star and a cube in HLSL with Shader Graph
  • Exploration of the basic structure for developing a 3D SDF
  • Details on the ray marching technique in HLSL with Shader Graph
  • Creation of three-dimensional compositions using SDF shapes

As already mentioned, this book is under construction. It will contain over 150 pages, and if you've purchased a copy, all future updates will be delivered for free.

The first two chapters are out already and you can obtain Shaders and Procedural Images for Technical Art either separately, in the Visualizing Equations bundle, or in the ultimate Jettelly's The Technical Artist bundle, including all three books.

The standalone version of Shader and Procedural Images for Technical Art is currently available at 34% off for $19.99.

Learn more about the book's contents and purchase it here. Also, don't forget to join our 80 Level Talent platform and our Telegram channel, and follow us on InstagramTwitter, and LinkedIn, where we share breakdowns, the latest news, awesome artworks, and more.

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