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
Credits
About the Authors
www.PacktPub.com
Preface
Index

Implementing a Fur Shader


The look of a material depends on its physical structure. The shaders attempt to simulate them, but in doing so, they oversimplify the way light behaves. Materials with a complex macroscopic structure are particularly hard to render. This is the case for many textile fabrics and animal furs. This recipe will show you how it is possible to simulate fur and other materials (such as grass) that are more than just a flat surface. In order to do this, the same material is drawn multiple times over and over, increasing its size every time. This creates the illusion of fur.

The shader presented here is based on the work of Jonathan Czeck and Aras Pranckevičius:

Getting ready

In order for this recipe to work, you will need two things. The first one is the texture of the fur as it appears from the outside. The second texture will be used to control the distribution of the fur and is deeply connected to the original one. The following image shows a leopard fur (left) and possible...