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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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Implementing a Water Shader for 2D games

The Glass Shader that we introduced in the previous recipe is static; its distortion never changes. It takes just a few changes to convert it into an animated material, making it perfect for 2D games that feature water. This uses a similar technique to the one shown in Chapter 7, Vertex Functions, in the Animating Vertices in a Surface Shader recipe:

Figure 8.11 – The result of the following recipe

Getting ready

This recipe is based on the Vertex and Fragment Shaders described in the Using grab passes to draw behind objects recipe, as it will rely heavily on GrabPass. Let's get started:

  1. Create a new Vertex and Fragment Shader. You can start by copying the one used in the previous recipe, Using grab passes to draw behind objects, as a base (GrabShader) by selecting it and hitting Ctrl + D to duplicate it. Once duplicated, change its name to 2DWaterShader.
  2. Create a material that will use the...

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