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Unity 2018 Shaders and Effects Cookbook

Unity 2018 Shaders and Effects Cookbook

By : John P. Doran, Alan Zucconi
2.9 (8)
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Unity 2018 Shaders and Effects Cookbook

Unity 2018 Shaders and Effects Cookbook

2.9 (8)
By: John P. Doran, Alan Zucconi

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)
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Implementing a Water Shader for 2D games

The Glass Shader introduced in the previous recipe is static; its distortion never changes. It takes just a few changes to convert it to an animated material, making it perfect for 2D games that feature water. This uses a similar technique to the one shown in Chapter 6, Vertex Functions, in the recipe entitled Animating Vertices in a Surface Shader:

Getting ready

This recipe is based on the Vertex and Fragment Shaders described in the Using the grab pass to draw behind objects recipe, as it will rely heavily on GrabPass.

  1. Create a new Vertex and Fragment Shader. You can start by copying the one used in the previous recipe, Using the grab pass to draw behind objects, as a base by selecting...

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