Visualizing Equations Vol. 2

A visual guide to transforming math equations into stunning procedural shapes with Unity 6.

  • Draw simple shapes using mathematical equations.
  • Understand the fundamentals of 2D Signed Distance Functions (SDF).
  • Analyze the composition of complex 3D SDF shapes.
New
4.6
1000 +
Level:
Intermediate
Language: English, Español
Software: Unity

✨Unlock the potential of procedural art and ignite your imagination with the Unity engine.✨


This book delves into essential topics for procedural art development, explaining polynomial and trigonometric functions applied to HLSL and Shader Graph for creating shapes in both 2D and 3D. You don’t need to be a math wizard to follow along; the information is presented linearly for better understanding, ensuring even beginners can grasp the concepts with ease.

Each chapter builds on the previous one, guiding you step-by-step through the process of creating stunning procedural art. Practical examples, over 70 illustrations, and detailed explanations demystify complex topics, making advanced techniques accessible to all readers. By the end of this book, you’ll have a solid foundation in procedural art and the confidence to develop your own unique visual effects and shapes for any project. Whether you are a seasoned developer or just starting out, this book is a valuable addition to your technical art toolkit.
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. Procedural Shapes.
  • 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. Signed Distance Function.
  • Exploration of the basic structure for developing a 2D SDF.
  • Implementation of a segment SDF in a UI image.
  • Analysis of the SDF representation of a pentagon in HLSL and GLSL.


5. 3D Shapes and Rendering.
  • 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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