Index
A
- albedo and transparency
- URL / See also
- Anisotropic Specular type
- arrays
- heatmaps, implementing with / Implementing heatmaps with arrays, Getting ready, How to do it…, How it works…
- assets / How it works…
- AUTODESK
- URL / Normal mapping
B
- basic Standard Shader
- creating / Creating a basic Standard Shader, How to do it…, How it works…, See also
- binding semantic / How it works…
- binding semantics
- URL / See also
- Blinn / Creating a BlinnPhong Specular type
- BlinnPhong Specular type
- Butterfly Effect
- URL / See also
C
- calibration chart
- URL / See also
- Cel Shading / Creating a Toon Shader
- CgInclude
- used, for making shader world modular / Making your shader world modular with CgInclude, How to do it…, How it works…
- CgInclude files
- built into Unity, using / Using CgInclude files that are built into Unity, Getting ready, How to do it…, How it works…
- Cg shading language
- URL / How to do it…
- cheap shader
- circle
- creating, around terrain / Creating a circle around your terrain, Getting ready, How to do it…
- moving / Moving the circle
- component / Creating a basic Standard Shader
- CrazyBump
- URL / Normal mapping
- cube maps / How it works…
- culling / Creating a transparent material
- custom diffuse lighting model
- custom shaders
- migrating / Migrating custom shaders
D
- 2D games
- water Shader, implementing for / Implementing a Water Shader for 2D games, Getting ready, How to do it…, How it works…
- 2D texture
- URL / See also
- 3D surface
- URL / See also
- debugging / There's more…
- Default Value / How it works…
- Diffuse shader / Migrating Legacy Shaders from Unity 4 to Unity 5
- diffuse shader
- about / How to do it…, How it works…
- Diffuse shading
- about / Diffuse shading, How to do it..., How it works...
- dot product / How it works…, How it works…, Coloring the surface
E
- extrusion maps
- adding / Adding extrusion maps
F
- fur shader
- implementing / Implementing a Fur Shader, Getting ready, How to do it…, How it works…, There's more…
G
- GIMP / Getting ready
- Gimp / Getting ready
- glass Shader
- implementing / Implementing a Glass Shader, Getting ready, How to do it…, There's more…
- Global Illumination (GI) / Introduction
- grab pass
- about / Introduction
- using / Using grab pass, How to do it…, How it works…, There's more…
- Graphical processing unit (GPU) / How it works…
- Graphics.Blit
- URL / How it works…
- graphics processing unit (GPU) / How it works…, Introduction, How it works…
H
- heatmaps
- implementing, with arrays / Implementing heatmaps with arrays, Getting ready, How to do it…, How it works…
- holographic shader
- creating / Creating a Holographic Shader, How to do it…, See also
I
- individual time values
- URL / How it works…
- Inspector GUI Name / How it works…
- insulators / How it works…
L
- Lambertian reflectance / How to do it…, How to do it…, How it works…
- Legacy Shaders
- migrating, from Unity 4 to Unity 5 / Migrating Legacy Shaders from Unity 4 to Unity 5
- automatic upgrade option / Upgrading automatically
- Standard Shaders, using / Using Standard Shaders
- custom shaders, migrating / Migrating custom shaders
- light baking / Baking lights in your scene
- lighting functions
- URL / How it works…
- lighting model / Introduction
- lightmap / How it works…
- Lightmapping / How it works…
- light probes
- configuring / Configuring the light probes
- URL / See also
- light probing / How it works…
- lights
- baking, in scene / Baking lights in your scene, Configuring the static geometry
- static geometry, configuring / Configuring the static geometry
- light probes, configuring / Configuring the light probes
- baking / Baking the lights, How it works…
- light transport / Baking lights in your scene
M
- masking / How to do it...
- material chart
- URL / See also
- materials / Creating a basic Standard Shader
- Maya / Getting ready
- metallic setup
- mirrors
- model-view-projection matrix / How it works…
- models
- extruding / Extruding your models, How to do it…, There's more…
- extrusion maps, adding / Adding extrusion maps
- MonoDevelop / How to do it…
N
- NDO Painter
- URL / Normal mapping
- night vision screen effect
- creating / Creating a night vision screen effect, How to do it…, How it works…, There's more...
- tinted green / Getting ready
- scan lines / Getting ready
- noise texture / Getting ready
- vignette effect / Getting ready
- noise textures / Getting ready
- non-playable characters (NPCs) / Configuring the light probes
- normal extrusion / Extruding your models, How it works…
- normal mapping
- about / Normal mapping, How to do it…, How it works…, There's more…
- normals / Getting ready
- Nvidia / See also
O
- old movie screen effect
- creating / Creating an old movie screen effect, Getting ready, How to do it…, How it works…
- sepia tone / Getting ready
- vignette effect / Getting ready
- dust and scratches / Getting ready
- OnRenderImage
- URL / How it works…
- Oren-Nayar lighting model
- URL / See also
- Overlay Blend mode
- with screen effects / Using the Overlay Blend mode with screen effects, How to do it…, How it works…
P
- packed arrays
- using / Using packed arrays, How to do it...
- about / How to do it...
- URL / See also
- packed matrices
- about / Packed matrices, See also
- Passion Pictures / See also
- PBR Texture Conversion
- URL / See also
- Perlin noise / Getting ready
- Phong Specular type
- creating / Creating a Phong Specular type, How to do it…, How it works…
- Photoshop / Getting ready, Getting ready
- physically-based rendering / How to do it…
- physically-based rendering (PBR)
- URL / See also
- transparency, adding / Adding transparency to PBR, How to do it…
- pixel Shaders / How it works…
- post effects / Introduction
- Profiler
- using / Getting ready, How to do it…
- URL / There's more…
- properties
- adding, to shader / Adding properties to a shader, How to do it…, How it works…
- URL / See also
- using, in Surface Shader / Using properties in a Surface Shader, How to do it…, How it works…, There's more…, See also
- Pyro Technix
- URL / See also
Q
- Quixel MEGASCANS
- URL / See also
R
- ramp map / Getting ready
- real-time shading / Introduction
- reflection probe
- URL / Getting ready, See also
- reflective surfaces
- renderer component / Configuring the light probes
- renderers / Creating a basic Standard Shader
- render queues / How it works…
- RGB channels / Getting ready
S
- scene
- lights, baking / Baking lights in your scene, Configuring the static geometry
- screen effects
- brightness / Using brightness, saturation, and contrast with screen effects, How to do it…, How it works…
- saturation / Using brightness, saturation, and contrast with screen effects, How to do it…, How it works…
- contrast / Using brightness, saturation, and contrast with screen effects, How to do it…, How it works…
- blend modes, basic Photoshop like / Using basic Photoshop-like Blend modes with screen effects, How to do it…, How it works…, There's more…
- overlay Blend mode with / Using the Overlay Blend mode with screen effects, How to do it…, How it works…
- screen effects script system
- scripts / Creating a basic Standard Shader
- shader
- URL / Migrating custom shaders
- properties, adding / Adding properties to a shader, How to do it…, How it works…
- textures, adding / Adding a texture to a shader, Getting ready, How it works…, There's more..., See also
- making modular, CgInclude used / Making your shader world modular with CgInclude, How to do it…, How it works…
- fur shader, implenenting / Implementing a Fur Shader, Getting ready, How to do it…, How it works…, There's more…
- Shader Calibration Scene
- URL / See also
- Shader replacement / How it works…
- shaders / Introduction
- profiling / Profiling your shaders, How to do it…, There's more…
- modifying, for mobile / Modifying our shaders for mobile, How to do it…, How it works…
- skinned mesh renderers / How it works…
- skyboxes / How it works…
- smearing / How to do it...
- snow shader
- implementing / Implementing a snow shader, How to do it…
- surface, coloring / Coloring the surface
- geometry, altering / Altering the geometry
- Specular shader / Migrating Legacy Shaders from Unity 4 to Unity 5
- standard / Introduction
- StandardDiffuse / How to do it…
- Standard Shaders
- using / Using Standard Shaders
- static geometry
- configuring / Configuring the static geometry
- substance designer
- URL / See also
- surface function / Introduction
- surface output / Introduction
- SurfaceOutputStandardSpecular struct
- properties / How it works...
- SurfaceOutputStandard struct
- properties / How it works...
- SurfaceOutput struct
- properties / How it works...
- Surface Shader
- about / How to do it…
- properties, using / Using properties in a Surface Shader, How to do it…, How it works…, There's more…, See also
- working / Introduction
- vertex color, accessing / Accessing a vertex color in a Surface Shader, Getting ready, How to do it…, How it works…
- vertices, animating / Animating vertices in a Surface Shader, How to do it…, How it works…
- swizzling / How to do it...
T
- terrain
- circle, creating around / Creating a circle around your terrain, Getting ready
- texture GUI element / Adding properties to a shader
- texture mapping / Adding a texture to a shader
- textures
- adding, to shader / Adding a texture to a shader, Getting ready, How it works…, There's more..., See also
- scrolling, by modifying UV values / Scrolling textures by modifying UV values, How to do it…, How it works…
- packing / Packing and blending textures, Getting ready, How to do it…, How it works…
- blending / Packing and blending textures, Getting ready, How to do it…, How it works…
- toon shader
- creating / Creating a Toon Shader, Getting ready, How it works…, There's more…
- toon shading / Creating a Toon Shader
- transparency
- adding, to PBR / Adding transparency to PBR, How to do it…
- semi-transparent materials / Semi-transparent materials
- objects, fading / Fading objects
- solid geometries, with holes / Solid geometries with holes
- transparent material
- Type / How it works…
U
- Unity
- documentation, URL / Understanding the metallic setup
- URL / Using CgInclude files that are built into Unity
- Unity 4
- to Unity 5, Legacy Shaders migrating from / Migrating Legacy Shaders from Unity 4 to Unity 5
- Unity Asset Store
- URL / See also
- UNITY DOWNLOAD ARCHIVE
- URL / See also
- Unity Official Tutorials
- UV data
- about / Adding a texture to a shader
- UV values
- modifying, to scroll textures / Scrolling textures by modifying UV values, How to do it…, How it works…
V
- Variable Name / How it works…
- Vertex and Fragment Shaders
- about / Understanding Vertex and Fragment Shaders, How to do it…, How it works…
- fragment function / How it works…
- fragment / How it works…
- pixel Shaders / How it works…
- binding semantic / How it works…
- model-view-projection matrix / How it works…
- Graphical processing unit (GPU) / How it works…
- binding semantics / There's more…, Output semantics
- input semantics / Input semantics
- output semantics / Output semantics
- vertex color
- in Surface Shader, accessing / Accessing a vertex color in a Surface Shader, How to do it…, How it works…
- vertex modifier / How it works…
- vertices
- in Surface Shader, animating / Animating vertices in a Surface Shader, Getting ready, How to do it…, How it works…
- volume ray casting / See also
- volumetric explosion
- implementing / Implementing a volumetric explosion, Getting ready, How to do it…, How it works…, See also
- volumetric explosions
W
- water Shader
- implementing, for 2D games / Implementing a Water Shader for 2D games, How to do it…, How it works…
Y
- YIQ values
- URL / See also
Z
- Zbrush 4R7
- URL / Normal mapping
- ZBuffering / How it works…
- Z ordering / Creating a transparent material