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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 an Anisotropic Specular type

Anisotropic is a type of Specular or reflection that simulates the directionality of grooves in a surface and modifies/stretches the Specular in a perpendicular direction. This is very useful when you want to simulate brushed metals, not metals with a clear, smooth, and polished surface. Imagine the Specular that you see when you look at the data side of a CD or DVD or the way the Specular is shaped at the bottom of a pot or pan. Note that if you carefully examine the surface, there is a direction to the grooves, usually in the way that the metal was brushed. When you apply a Specular to this surface, you get a Specular stretched in a perpendicular direction.

This recipe will introduce you to the concept of augmenting your Specular highlights to achieve different types of brushed surfaces. In future recipes, we will look at the various ways in which we can use the concepts of this recipe to achieve other effects, such as stretched reflections...

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