There are a number of text conventions used throughout this book.
CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "A Unity package is a single file that contains various Assets that can be used in Unity in a similar manner to a .zip file."
A block of code is set as follows:
Properties
{
_MainTex("Texture", 2D) = "white"
}
When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
void surf (Input IN, inout SurfaceOutputStandard o) {
// Use the tint provided as the base color for the material
o.Albedo = _MainTint;
// Get the normal data out of the normal map texture
// using the UnpackNormal function
float3 normalMap = UnpackNormal(tex2D(_NormalTex,
IN.uv_NormalTex));
normalMap.x *= _NormalMapIntensity;
normalMap.y *= _NormalMapIntensity;
// Apply the new normal to the lighting model
o.Normal = normalize(normalMap.rgb);
}
Bold: Indicates a new term, an important word, or words that you see onscreen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: "To finally bake the lights, open the Lighting window by going to Window | Lighting | Settings. Once there, select the Global Maps tab."
Warnings or important notes appear like this.
Tips and tricks appear like this.