
This post completes the journey started in The Mathematics of Thin-Film Interference, by explaining how to turn the equations previously presented into actual shader code.

You can find the complete series here:
- Part 1. The Nature of Light
- Part 2. Improving the Rainbow (Part 1)
- Part 3. Improving the Rainbow (Part 2)
- Part 4. Understanding Diffraction Grating
- Part 5. The Mathematics of Diffraction Grating
- Part 6. CD-ROM Shader: Diffraction Grating (Part 1)
- Part 7. CD-ROM Shader: Diffraction Grating (Part 2)
- Part 8. Iridescence on Mobile
- Part 9. The Mathematics of Thin-Film Interference
- Part 10. Car Paint Shader: Thin-Film Interference
A link to download the Unity project used in this series is also provided at the end of the page.
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