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

Normal mapping

Every triangle of a 3D model has a facing direction, which is the direction that it is pointing toward. It is often represented with an arrow placed in the center of the triangle and orthogonal to the surface. The facing direction plays an important role in the way light reflects on a surface. If two adjacent triangles face different directions, they will reflect lights at different angles, hence they'll be shaded differently. For curved objects, this is a problem: it is obvious that the geometry is made out of flat triangles.

To avoid this problem, the way the light reflects on a triangle doesn't take into account its facing direction, but its normal direction instead. As stated in Adding a texture to a shader recipe, vertices can store data; the normal direction is the most used information after the UV data. This is a vector of unit length that indicates the direction faced by the vertex. Regardless of the facing direction, every point within a triangle has its own normal...