Book Image

Unity 5.x Shaders and Effects Cookbook

By : Alan Zucconi
Book Image

Unity 5.x Shaders and Effects Cookbook

By: Alan Zucconi

Overview of this book

Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. With Shaders, you can transform your game into a highly polished, refined product with Unity’s post-processing effects. Unity Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unity3D—guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math. We’ll start with essential lighting and finishing up by creating stunning screen Effects just like those in high quality 3D and mobile games. You’ll discover techniques including normal mapping, image-based lighting, and how to animate your models inside a Shader. We’ll explore the secrets behind some of the most powerful techniques, such as physically based rendering! With Unity Shaders and Effects Cookbook, what seems like a dark art today will be second nature by tomorrow.
Table of Contents (16 chapters)
Unity 5.x Shaders and Effects Cookbook
About the Authors


Let's imagine a cube that has been painted white uniformly. Even if the color used is the same on each face, they will all have different shades of white depending on the direction that the light is coming from and the angle that we are looking at it. This extra level of realism is achieved in 3D graphics by shaders, special programs that are mostly used to simulate how light works. A wooden cube and a metal one may share the same 3D model, but what makes them look different is the shader that they use. Recipe after recipe, this first chapter will introduce you to shader coding in Unity. If you have little to no previous experience with shaders, this chapter is what you need to understand what shaders are, how they work, and how to customize them.

By the end of this chapter, you will have learned how to build basic shaders that perform basic operations. Armed with this knowledge, you will be able to create just about any Surface Shader.