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 Glass Shader


Glass is a very complicated material; it should not be a surprise that other chapters have already created shaders to simulate it in the Adding transparency to PBR recipe of Chapter 4, Creating Test Cases and Writing Scenarios for Behavior Driven Development in Symfony. However, there is an effect that transparency cannot reproduce deformations. Most glasses are not perfect, hence they create distortions when we look through them. This recipe will teach you how to do this. The idea behind this effect is to use a Vertex and Fragment Shader with a grab pass, and then sample the grab texture with a little change to its UV data to create a distortion. You can see the effect in the following image, using the glass-stained textures from the Unity Standard Assets:

Getting ready

The setup for this recipe is similar to the one presented in the previous chapter:

  1. Create new Vertex and Fragment Shaders. You can start by copying the one used in the previous recipe, Using grab...