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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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Adding transparency to PBR

Transparency is such an important aspect in games that the Standard Shader supports three different ways of doing this. This recipe will be useful to you if you need to have realistic materials with transparent or semi-transparent properties. Glasses, bottles, windows, and crystals are good candidates for PBR transparent shaders. This is because you can still have all the realism that's introduced by PBR but with the addition of a transparent or translucent effect. If you need transparency for something different, such as UI elements or pixel art, there are more efficient alternatives. These were explored in the Creating a transparent material recipe of Chapter 4, Working with Texture Mapping.

Important Information

To have a transparent standard material, changing the alpha channel of its Albedo color property is not enough. Unless you set its Rendering Mode property, your material will not appear transparent.

Getting ready

This recipe will...

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