Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Applying Normal maps to a material


Normal maps are generally used to simulate complex geometry that would be too expensive, in terms of computer processing, to be actually represented by the 3D polygons during the game's runtime. Oversimplifying, Normal maps fake complex geometry on low-definition 3D meshes. These maps can be generated either by projecting high-definition 3D meshes onto low-poly ones (a technique usually referred to as baking), or, as will be the case for this recipe, from another texture map.

Getting ready

For this recipe, we will prepare two texture maps: the Heightmap and the Normal map. The former will be made from simple shapes in an image editor. The latter will be automatically processed from the Heightmap. Although there are a number of tools that can be used to generate Normal maps (see the There is more section of this chapter for a list of resources), we will use a free online tool, Windows and Mac compatible, to generate our texture. Developed by Christian Petry...