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

Creating an Anisotropic Specular type

Anisotropic is a type of Specular or reflection that simulates the directionality of grooves in a surface and modifies/stretches the Specular in the perpendicular direction. It is very useful when you want to simulate brushed metals, not a metal with a clear, smooth, and polished surface. Imagine the Specular that you see when you look at the data side of a CD or DVD or the way Specular is shaped at the bottom of a pot or pan. You will notice that if you carefully examine the surface, you will see that there is a direction to the grooves in the surface, usually in the way the metal was brushed. When you apply a Specular to this surface, you get a Specular stretched in the perpendicular direction.

This recipe will introduce you to the concept of augmenting your Specular highlights to achieve different types of brushed surfaces. In future recipes, we will look at ways in which we can use the concepts of this recipe to achieve other effects such as stretched...