Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Unity 2018 Shaders and Effects Cookbook
  • Toc
  • feedback
Unity 2018 Shaders and Effects Cookbook

Unity 2018 Shaders and Effects Cookbook

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

Profiling your shaders

Now that we know how we can reduce the overhead that our shaders might take, let's take a look at how to find problematic shaders in a scene where you might have a lot of shaders or a ton of objects, shaders, and scripts, all running at the same time. To find a single object or shader among a whole game can be quite daunting, but Unity provides us with its built-in Profiler. This allows us to actually see, on a frame-by-frame basis, what is happening in the game, and each item that is being used by the GPU and CPU.

Using the Profiler, we can isolate items such as shaders, geometry, and general rendering items using its interface to create blocks of profiling jobs. We can filter out items until we are looking at the performance of just a single object. This then lets us see the effects on the CPU and GPU that the object has while it is performing its...

bookmark search playlist font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete