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  • Book Overview & Buying Unity 5.x Shaders and Effects Cookbook
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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 BlinnPhong Specular type

Blinn is another more efficient way of calculating and estimating specularity. It is done by getting the half vector from the view direction and light direction. It was brought into the world of Cg by Jim Blinn. He found that it was much more efficient to just get the half vector instead of calculating our own reflection vectors. It cut down on the code and processing time. If you actually look at the built-in BlinnPhong lighting model included in the UnityCG.cginc file, you will notice that it is using the half vector as well, hence it is named BlinnPhong. It is just a simpler version of the full Phong calculation.

Getting ready

To start with this recipe, perform the following steps:

  1. This time, instead of creating a whole new scene, let's just use the objects and scene that we have, and create a new shader and material and name them BlinnPhong.
  2. Once you have a new shader, double-click on it to launch MonoDevelop so that we can start editing our shader...

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