Wikibooks:Collections/GLSL 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
 * 4.2Lighting 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


 * Appendix on the OpenGL Pipeline and GLSL Syntax
 * A.1  OpenGL ES 2.0 Pipeline
 * A.2  Vertex Transformations
 * A.3  Vector and Matrix Operations
 * A.4  Applying Matrix Transformations
 * A.5  Rasterization
 * A.6  Per-Fragment Operations