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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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Accessing a vertex color in a Surface Shader

Let's start this chapter by taking a look at how we can access the information of a model's vertex using the vertex function in a Surface Shader. This will arm us with the knowledge to start utilizing the elements contained within a model's vertex to create really useful and visually appealing effects.

A vertex in a vertex function can return information about itself that we need to be aware of. You can actually retrieve the vertices' normal directions as a float3 value and the position of the vertex as float3, and you can even store color values in each vertex and return that color as float4. This is what we will take a look at in this recipe. We need to see how to store color information and retrieve this stored color information inside each vertex of a Surface Shader.

Getting ready

In order to write this shader, we need to prepare a few assets.

To view the colors of a vertex, we need to have a model that...

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