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Unity 5.x Shaders and Effects Cookbook

Unity 5.x Shaders and Effects Cookbook

By : Zucconi
4.1 (9)
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Unity 5.x Shaders and Effects Cookbook

Unity 5.x Shaders and Effects Cookbook

4.1 (9)
By: Zucconi

Overview of this book

Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. With Shaders, you can transform your game into a highly polished, refined product with Unity’s post-processing effects. Unity Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unity3D—guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math. We’ll start with essential lighting and finishing up by creating stunning screen Effects just like those in high quality 3D and mobile games. You’ll discover techniques including normal mapping, image-based lighting, and how to animate your models inside a Shader. We’ll explore the secrets behind some of the most powerful techniques, such as physically based rendering! With Unity Shaders and Effects Cookbook, what seems like a dark art today will be second nature by tomorrow.
Table of Contents (12 chapters)
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11
Index

Creating a Phong Specular type

The specularity of an object surface simply describes how shiny it is. These types of effects are often referred to as view-dependent effects in the shader world. This is because in order to achieve a realistic Specular effect in your shaders, you need to include the direction that the camera or user is facing the object's surface. The most basic and performance-friendly Specular type is the Phong Specular effect. It is the calculation of the light direction reflecting off of the surface compared to the user's view direction. It is a very common Specular model used in many applications, from games to movies. While it isn't the most realistic in terms of accurately modeling the reflected Specular, it gives a great approximation that performs well in most situations. Additionally, if your object is further away from the camera and there is no need for a very accurate Specular, this is a great way to provide a Specular effect to your shaders.

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