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

Preface

Unity 5.x Shaders and Effects Cookbook is your guide to becoming familiar with the creation of shaders and post effects in Unity 5. You will start your journey at the beginning, creating the most basic shaders and learning how the shader code is structured. This foundational knowledge will arm you with the means to progress further through each chapter, learning advanced techniques such as volumetric explosions and fur shading. This edition of the book is written specifically for Unity 5 and will help you to master physically-based rendering and global illumination to get as close to photorealism as possible.

By the end of each chapter, you will have gained new skill sets that will increase the quality of your shaders and even make your shader writing process more efficient. These chapters have been tailored so that you can jump into each section and learn a specific skill from beginner to expert. For those who are new to shader writing in Unity, you can progress through each chapter, one at a time, to build on your knowledge. Either way, you will learn the techniques that make modern games look the way they do.

Once you have completed this book, you will have a set of shaders that you can use in your Unity 3D games as well as the understanding to add to them, accomplish new effects, and address performance needs. So let's get started!

What this book covers

Chapter 1, Creating Your First Shader, introduces you to the world of shader coding in Unity 4 and 5.

Chapter 2, Surface Shaders and Texture Mapping, covers the most common and useful techniques that you can implement with Surface Shaders, including how to use textures and normal maps for your models.

Chapter 3, Understanding Lighting Models, gives you an in-depth explanation of how shaders model the behavior of light. The chapter teaches you how to create custom lighting models used to simulate special effects such as toon shading.

Chapter 4, Physically Based Rendering in Unity 5, shows you that physically-based rendering is the standard technology used by Unity 5 to bring realism to your games. This chapter explains how to make the most out of it, mastering transparencies, reflective surfaces, and global illumination.

Chapter 5, Vertex Functions, teaches you how shaders can be used to alter the geometry of an object; this chapter introduces vertex modifiers and uses them to bring volumetric explosions, snow shaders, and other effects to life.

Chapter 6, Fragment Shaders and Grab Passes, explains how to use grab passes to make materials that emulate the deformations generated by these semi-transparent materials.

Chapter 7, Mobile Shader Adjustment, helps you optimize your shaders to get the most out of any devices.

Chapter 8, Screen Effects with Unity Render Textures, shows you how to create special effects and visuals that would otherwise be impossible to achieve.

Chapter 9, Gameplay and Screen Effects, tells you how post-processing effects can be used to complement your gameplay, simulating, for instance, a night vision effect.

Chapter 10, Advanced Shading Techniques, introduces the most advanced techniques in this book, such as fur shading and heatmap rendering.

What you need for this book

The following is a list of the required and optional software to complete the recipes in this book:

  • Unity 5

  • A 3D application such as Maya, Max, or Blender (optional)

  • A 2D image editing application such as Photoshop or Gimp (optional)

Who this book is for

This book is written for developers who want to create their first shaders in Unity 5 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required.

Sections

In this book, you will find several headings that appear frequently (Getting ready, How to do it, How it works, There's more, and See also).

To give clear instructions on how to complete a recipe, we use these sections as follows:

Getting ready

This section tells you what to expect in the recipe, and describes how to set up any software or any preliminary settings required for the recipe.

How to do it…

This section contains the steps required to follow the recipe.

How it works…

This section usually consists of a detailed explanation of what happened in the previous section.

There's more…

This section consists of additional information about the recipe in order to make the reader more knowledgeable about the recipe.

See also

This section provides helpful links to other useful information for the recipe.

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "Enter the following code into the Properties block of your shader."

A block of code is set as follows:

void surf (Input IN, inout SurfaceOutput o)
{
  float4 c;
  c = pow((_EmissiveColor + _AmbientColor), _MySliderValue);
  o.Albedo = c.rgb;
  o.Alpha = c.a;
}

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

void surf (Input IN, inout SurfaceOutputStandard o) {
  fixed4 c = pow((_Color + _AmbientColor), _MySliderValue);
  o.Albedo = c.rgb;
  o.Metallic = _Metallic;
  o.Smoothness = _Glossiness;
  o.Alpha = c.a;
}

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "In the Project tab in your Unity editor, right-click on the Assets folder and select Create | Folder."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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