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Shaders and Procedural Shapes for Technical Art.

A book of visual explanations that will help you transform polynomial, exponential, trigonometric functions, and more into HLSL language

Drawing with Polynomial, Power, and Trigonometric Functions.

Analyzing the Structure of Two-Dimensional SDF Shapes.

Understanding the Composition of Three-Dimensional SDF Shapes.

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Early Access
+130 (under construction)
English, Español
This book is under construction and is being released in Early Access at a lower price. It currently has +130 pages.
If you have obtained a legal copy of this book, all future updates will be delivered for free until it is completed.
The book will contain more than 150 pages.

✨Unlock the potential of shaders and ignite your imagination in Unity with Shader Functions for Technical Artists.✨

Dive into the realm of mathematical prowess for shader coding and elevate your creations to new heights. Starting with polynomial functions and culminating with sign distance functions in both 2D and 3D, this book offers a clear explanation of procedural shapes using mathematics.

This book covers essential topics for shader development, including polynomial and trigonometric functions, implemented with HLSL and Shader Graph to create shapes and figures in both 2D and 3D. Despite being created in Unity, readers are using it with Godot, Blender, and Unreal, as its knowledge is fully transferable to any engine. Get ready to unlock your creative potential and elevate your projects!

1. Polynomial functions.
  • 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.
2. Trigonometric functions.
  • Review of basic trigonometric functions.
  • Understanding point reflection and two-dimensional rotation.
  • Integration of trigonometric functions in HLSL with Shader Graph to draw shapes.
3. Drawing with functions.
  • Understanding how two-dimensional shapes are drawn using math equations.
  • Drawing a procedural shuriken using HLSL Shader Graph.
  • Implementation of filters to enhance the resolution of generated figures.
4. Analysis of 2D SDF. (Under Construction)
  • 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.
5. Analysis of 3D SDF. (Under Construction)
  • 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.
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