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

Understanding Vertex and Fragment Shaders


The best way to understand how Vertex and Fragment Shaders work is by creating one yourself. This recipe will show you how to write one of these shaders, which will simply apply a texture to a model and multiply it by a given color, as shown in the following image:

The shader presented here is very simple, and it will be used as a starting base for all the other Vertex and Fragment Shaders.

Getting ready

For this recipe, we will need a new shader. Follow these steps:

  1. Create a new shader.

  2. Create a new material and assign the shader to it.

How to do it…

In all the previous chapters, we have always been able to refit Surface Shaders. This is not the case anymore as Surface and Fragment Shaders are structurally different. We will need the following changes:

  1. Delete all the properties of the shader, replacing them with the following:

    _Color ("Color", Color) = (1,0,0,1) // Red
    _MainTex ("Base texture", 2D) = "white" {}
  2. Delete all the code in the SubShader block and...