User:Martin Kraus/Collections/GLSL Programming in Unity

An Introduction to Real-Time 3D Graphics

 * Introduction


 * OpenGL Pipeline and GLSL Syntax
 * OpenGL ES 2.0 Pipeline
 * Vertex Transformations
 * Vector and Matrix Operations
 * Applying Matrix Transformations
 * Rasterization
 * Per-Fragment Operations


 * Basics
 * Minimal Shader
 * RGB Cube
 * Debugging of Shaders
 * Shading in World Space


 * Transparent Surfaces
 * Cutaways
 * Transparency
 * Order-Independent Transparency
 * Silhouette Enhancement


 * Basic Lighting
 * Diffuse Reflection
 * Specular Highlights
 * Two-Sided Surfaces
 * Smooth Specular Highlights
 * Two-Sided Smooth Surfaces
 * Multiple Lights


 * Basic Texturing
 * Textured Spheres
 * Lighting Textured Surfaces
 * Glossy Textures
 * Transparent Textures
 * Layers of Textures


 * Textures in 3D
 * Lighting of Bumpy Surfaces
 * Projection of Bumpy Surfaces
 * Cookies
 * Light Attenuation
 * Projectors


 * Environment Mapping
 * Reflecting Surfaces
 * Curved Glass
 * Skyboxes
 * Many Light Sources


 * Variations on Lighting
 * Brushed Metal
 * Specular Highlights at Silhouettes
 * Diffuse Reflection of Skylight
 * Translucent Surfaces
 * Translucent Bodies
 * Soft Shadows of Spheres
 * Toon Shading


 * Non-Standard Vertex Transformations
 * Screen Overlays
 * Billboards
 * Nonlinear Deformations
 * Shadows on Planes
 * Mirrors