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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 custom diffuse lighting model

If you are familiar with Unity 4, you might know that the default shader it provided was based on a lighting model called Lambertian reflectance. This recipe will show you how it is possible to create a shader with a custom lighting model. Additionally, we will explain the mathematics involved and the implementation. The following diagram shows the same geometry rendered with a Standard Shader (on the right-hand side) and a diffuse Lambert one (on the left-hand side):

Figure 5.1 – A diffuse Lambert shader (left) versus a standard shader (right)

Shaders based on the Lambertian reflectance are classified as non-photorealistic; no object in the real world actually looks like this. However, Lambert shaders are still often used in low-poly games, as they produce a neat contrast between the faces of complex geometries. The lighting model used to calculate the Lambertian reflectance is also very efficient, making it...

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