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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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Making your shader work in a modular way with CgInclude

Knowing about the built-in CgInclude files is great, but what if we want to build our own CgInclude files to store our own lighting models and helper functions? We can, in fact, create our own CgInclude files, but we need to learn a little more code syntax before we can start using them efficiently in our shader-writing pipelines. Let's take a look at the process of creating a new CgInclude file from scratch.

Getting ready

Let's walk through the process of generating a new item for this recipe:

  1. From the Project tab, right-click on the Assets folder and select Show in Explorer. You should see your project folder. Open the Assets folder by double-clicking on it and then create a text file by right-clicking and selecting New | Text Document:

    Figure 12.6 – Creating a new text document

  2. Rename the file to MyCGInclude and replace the .txt file extension with .cginc:

    Figure 12.7 – Renaming the...

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