To stand out today, a computer game must not only have great content, but
also great visuals. That’s why we decided to implement several unrealistic
artistic styles using shaders with the HLSL shader language. As part
of the thesis, we first delved into the theory of computer graphics, looking at
transformations between coordinate systems, the operation of the graphics
pipeline, types of shaders, and a detailed analysis of the operation of the
frame and fragment shaders. All shaders were implemented in the Unity
development environment, where we explored different graphics pipelines and
approaches to shader development. We implemented selected artistic styles
that are rendered in real time, among which stand out the toon shader,
shading with hatching technique, oil painting effect with kuwahara filter,
pop art style with shading with evenly distributed dots, and the depiction of
the world in the colours of retro consoles.
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