This chapter covers some advanced shader techniques that you can use for your game. You should remember that many of the most eye-catching effects you see in games are made by testing the limits of what shaders can do. This book provides you with the technical foundations to modify and create shaders, but you are strongly encouraged to play and experiment with them as much as you can. Making a good game is not a quest for photorealism; you should not approach shaders with the intention of replicating reality because this is unlikely to happen. Instead, you should try to use shaders as a tool to make your game truly unique. With the knowledge of this chapter, you will be able to create the materials that you want.

Unity 2018 Shaders and Effects Cookbook
By :

Unity 2018 Shaders and Effects Cookbook
By:
Overview of this book
Since their introduction to Unity, shaders have been seen as notoriously difficult to understand and implement in games. Complex mathematics has always stood in the way of creating your own shaders and attaining the level of realism you crave.
Unity 2018 Shaders and Effects Cookbook changes that by giving you a recipe-based guide to creating shaders using Unity. It will show you everything you need to know about vectors, how lighting is constructed with them, and how textures are used to create complex effects without the heavy math.
This book starts by teaching you how to use shaders without writing code with the post-processing stack. Then, you’ll learn how to write shaders from scratch, build up essential lighting, and finish by creating stunning screen effects just like those in high-quality 3D and mobile games. You'll discover techniques, such as normal mapping, image-based lighting, and animating your models inside a shader. We'll explore how to use physically based rendering to treat light the way it behaves in the real world. At the end, we’ll even look at Unity 2018’s new Shader Graph system.
With this book, what seems like a dark art today will be second nature by tomorrow.
Table of Contents (14 chapters)
Preface
Post Processing Stack
Creating Your First Shader
Surface Shaders and Texture Mapping
Understanding Lighting Models
Physically-Based Rendering
Vertex Functions
Fragment Shaders and Grab Passes
Mobile Shader Adjustment
Screen Effects with Unity Render Textures
Gameplay and Screen Effects
Advanced Shading Techniques
Shader Graph
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