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

Implementing a Water Shader for 2D games

The Glass Shader introduced in the previous recipe is static; its distortion never changes. It takes just a few changes to convert it to an animated material, making it perfect for 2D games, which feature water. This recipe uses a similar technique to the one shown in Chapter 5, Animating Vertices in a Surface Shader:

Getting ready

This recipe is based on the Vertex and Fragment Shaders described in the Using grab pass recipe as it will rely heavily on grab pass.

  1. Create a new grab pass shader; you can write your own or start with the one presented in the Using grab pass recipe.

  2. Create a new material for your shader.

  3. Assign the material to a flat geometry that will represent your 2D water. In order for this effect to work, you should have something rendered behind it so that you can see the water-like displacement.

  4. This recipe requires a noise texture, which is used to get pseudo-random values. It is important that you choose a seamless noise texture, such...