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HLSL Development Cookbook

Book Description

Implement stunning 3D rendering techniques using the power of HLSL and DirectX 11

  • Discover powerful rendering techniques utilizing HLSL and DirectX 11

  • Augment the visual impact of your projects whilst taking full advantage of the latest GPUs

  • Experience the practical side of 3D rendering with a comprehensive set of excellent demonstrations

In Detail

3D graphics are becoming increasingly more realistic and sophisticated as the power of modern hardware improves. The High Level Shader Language (HLSL) allows you to harness the power of shaders within DirectX 11, so that you can push the boundaries of 3D rendering like never before.

HLSL Development Cookbook will provide you with a series of essential recipes to help you make the most out of different rendering techniques used within games and simulations using the DirectX 11 API.

This book is specifically designed to help build your understanding via practical example. This essential Cookbook has coverage ranging from industry-standard lighting techniques to more specialist post-processing implementations such as bloom and tone mapping. Explained in a clear yet concise manner, each recipe is also accompanied by superb examples with full documentation so that you can harness the power of HLSL for your own individual requirements.

Table of Contents

  1. HLSL Development Cookbook
    1. Table of Contents
    2. HLSL Development Cookbook
    3. Credits
    4. About the Author
    5. About the Reviewers
    6. www.PacktPub.com
      1. Support files, eBooks, discount offers and more
        1. Why Subscribe?
        2. Free Access for Packt account holders
    7. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Reader feedback
      6. Customer support
        1. Downloading the example code
        2. Downloading the color images of this book
        3. Errata
        4. Piracy
        5. Questions
    8. 1. Forward Lighting
      1. Introduction
      2. Hemispheric ambient light
        1. Getting ready
        2. How to do it...
        3. How it works...
      3. Directional light
        1. Getting ready
        2. How to do it...
        3. How it works…
        4. There's more…
      4. Point light
        1. Getting ready
        2. How to do it...
        3. How it works…
      5. Spot light
        1. Getting ready
        2. How to do it...
        3. How it works…
      6. Capsule light
        1. Getting ready
        2. How to do it...
        3. How it works…
      7. Projected texture – point light
        1. Getting ready
        2. How to do it...
        3. How it works…
      8. Projected texture – spot light
        1. Getting ready
        2. How to do it...
        3. How it works…
      9. Multiple light types in a single pass
        1. Getting ready
        2. How to do it...
        3. How it works…
        4. There's more…
    9. 2. Deferred Shading
      1. Introduction
      2. GBuffer generation
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      3. GBuffer unpacking
        1. Getting ready
        2. How to do it...
        3. How it works…
      4. Directional light
        1. Getting ready…
        2. How to do it...
        3. How it works…
      5. Point light
        1. Getting ready
        2. How to do it...
        3. How it works…
      6. Capsule light
        1. Getting ready…
        2. How to do it...
        3. How it works…
      7. Spot light
        1. Getting ready
        2. How to do it...
        3. How it works…
    10. 3. Shadow Mapping
      1. Introduction
      2. Spot light PCF shadows
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      3. Point light PCF shadows
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more…
      4. Cascaded shadow maps
        1. Getting ready
        2. How to do it...
        3. How it works…
      5. PCF with varying penumbra size
        1. Getting ready
        2. How to do it...
        3. How it works…
        4. There's more…
      6. Visualizing shadow maps
        1. Getting ready
        2. How to do it...
        3. How it works…
    11. 4. Postprocessing
      1. Introduction
      2. HDR rendering
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more…
      3. Adaptation
        1. Getting ready
        2. How to do it...
        3. How it works…
        4. There's more…
      4. Bloom
        1. Getting ready
        2. How to do it...
        3. How it works…
      5. Distance depth of field
        1. Getting ready…
        2. How to do it...
        3. How it works…
      6. Bokeh
        1. Getting ready
        2. How to do it...
        3. How it works…
    12. 5. Screen Space Effects
      1. Introduction
      2. Screen space ambient occlusion
        1. Getting ready
        2. How to do it...
        3. How it works…
      3. Lens flare
        1. Getting ready
        2. How to do it...
        3. How it works…
        4. There is more…
      4. Screen space reflections
        1. Getting ready
        2. How to do it...
        3. How it works…
      5. Screen space Sun rays
        1. Getting ready
        2. How to do it...
        3. How it works…
    13. 6. Environment Effects
      1. Introduction
      2. Dynamic decals
        1. Getting ready
        2. How to do it...
        3. How it works…
        4. There's more…
      3. Distance/Height-based fog
        1. Getting ready
        2. How to do it...
        3. How it works…
      4. Rain
        1. Getting ready
        2. How to do it...
        3. How it works…
    14. Index