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Unity 2021 Shaders and Effects Cookbook

Unity 2021 Shaders and Effects Cookbook

By : John P. Doran
4 (12)
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Unity 2021 Shaders and Effects Cookbook

Unity 2021 Shaders and Effects Cookbook

4 (12)
By: John P. Doran

Overview of this book

Shaders enable you to create powerful visuals for your game projects. However, creating shaders for your games can be notoriously challenging with various factors such as complex mathematics standing in the way of attaining the level of realism you crave for your shaders. The Unity 2021 Shaders and Effects Cookbook helps you overcome that with a recipe-based approach to creating shaders using Unity. This fourth edition is updated and enhanced using Unity 2021 features and tools covering Unity's new way of creating particle effects with the VFX Graph. You'll learn how to use VFX Graph for advanced shader development. The book also features updated recipes for using Shader Graph to create 2D and 3D elements. You'll cover everything you need to know about vectors, how they can be used to construct lighting, and how to use textures to create complex effects without the heavy math. You'll also understand how to use the visual-based Shader Graph for creating shaders without any code. By the end of this Unity book, you'll have developed a set of shaders that you can use in your Unity 3D games and be able to accomplish new effects and address the performance needs of your Unity game development projects. So, let's get started!
Table of Contents (16 chapters)
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Creating a horror game look with fog

One of the types of games that best utilizes the features of the Post Processing Stack is the horror genre. Using things such as depth of field to hide scary objects, as well as static to make the screen more menacing, can help set your game firmly in the right place and provide the mood you are going for.

Getting ready

Make sure you have completed the Installing the Post Processing Stack recipe before starting this one.

How to do it...

  1. First, we must create a new Post-processing Profile by right-clicking within the Assets folder in the Project window and then selecting Create | Post-processing Profile. Once selected, we can rename the item. Go ahead and name it HorrorProfile.
  2. Select the Post-process volume object and, from the Inspector window, go to the Post-processing Volume component and assign the Profile property to HorrorProfile.
  3. Unlike the previous settings, though, the fog settings are located in the Lighting window...

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