Understanding the essential math of 3D transformations is required to really do any 3D programming and useful even for 2D programming. Understanding local vs. view vs. projection space is also essential. Being proficient in using quaternions is also extremely useful as this is very commonly used in animation, blending, and cameras. Even people writing in Unity need to know these things.
If you plan to be a graphics programmer as a profession, you should take the time to learn linear algebra at some point.
If you aren't already an expert in Direct3D 11 graphics programming, I'd recommend waiting on DirectX 12. Take a look at DirectX Tool Kit and it's tutorials or look at Frank's earlier books as a starting place.
For "modern" Direct3D programming, you should look at using DirectXMath which is included in the Windows 8 SDKs and later (and BTW is also hosted on GitHub). For simplicity of use and learning, however, you should first look at the SimpleMath wrapper for DirectXMath included in the DirectX Tool Kit which hides some of the fussy memory alignment requirements.