User:Martin Kraus/Collections/Cg Programming in Unity

An Introduction to Real-Time 3D Graphics

 * Introduction


 * 1  Basics
 * 1.1  Minimal Shader
 * 1.2  RGB Cube
 * 1.3  Debugging of Shaders
 * 1.4  Shading in World Space


 * 2  Transparent Surfaces
 * 2.1  Cutaways
 * 2.2  Transparency
 * 2.3  Order-Independent Transparency
 * 2.4  Silhouette Enhancement


 * 3  Basic Lighting
 * 3.1  Diffuse Reflection
 * 3.2  Specular Highlights
 * 3.3  Two-Sided Surfaces
 * 3.4  Smooth Specular Highlights
 * 3.5  Two-Sided Smooth Surfaces
 * 3.6  Multiple Lights


 * 4  Basic Texturing
 * 4.1  Textured Spheres
 * 4.2  Lighting Textured Surfaces
 * 4.3  Glossy Textures
 * 4.4  Transparent Textures
 * 4.5  Layers of Textures


 * 5  Textures in 3D
 * 5.1  Lighting of Bumpy Surfaces
 * 5.2  Projection of Bumpy Surfaces
 * 5.3  Cookies
 * 5.4  Light Attenuation
 * 5.5  Projectors


 * 6  Environment Mapping
 * 6.1  Reflecting Surfaces
 * 6.2  Curved Glass
 * 6.3  Skyboxes
 * 6.4  Many Light Sources


 * 7  Variations on Lighting
 * 7.1  Brushed Metal
 * 7.2  Specular Highlights at Silhouettes
 * 7.3  Diffuse Reflection of Skylight
 * 7.4  Translucent Surfaces
 * 7.5  Translucent Bodies
 * 7.6  Soft Shadows of Spheres
 * 7.7  Toon Shading


 * 8  Non-Standard Vertex Transformations
 * 8.1  Screen Overlays
 * 8.2  Billboards
 * 8.3  Nonlinear Deformations
 * 8.4  Shadows on Planes
 * 8.5  Mirrors


 * 9  Graphics without Shaders
 * 9.1  Rotations
 * 9.2  Projection for Virtual Reality
 * 9.3  Bézier Curves
 * 9.4  Hermite Curves


 * Appendix on the Programmable Graphics Pipeline and Cg Syntax
 * A.1  Programmable Graphics Pipeline
 * A.2  Vertex Transformations
 * A.3  Vector and Matrix Operations
 * A.4  Applying Matrix Transformations
 * A.5  Rasterization
 * A.6  Per-Fragment Operations