Book Image

Unity 2018 Shaders and Effects Cookbook - Third Edition

By : John P. Doran, Alan Zucconi
Book Image

Unity 2018 Shaders and Effects Cookbook - Third Edition

By: John P. Doran, Alan Zucconi

Overview of this book

Since their introduction to Unity, shaders have been seen as notoriously difficult to understand and implement in games. Complex mathematics has always stood in the way of creating your own shaders and attaining the level of realism you crave. Unity 2018 Shaders and Effects Cookbook changes that by giving you a recipe-based guide to creating shaders using Unity. It will show you everything you need to know about vectors, how lighting is constructed with them, and how textures are used to create complex effects without the heavy math. This book starts by teaching you how to use shaders without writing code with the post-processing stack. Then, you’ll learn how to write shaders from scratch, build up essential lighting, and finish by creating stunning screen effects just like those in high-quality 3D and mobile games. You'll discover techniques, such as normal mapping, image-based lighting, and animating your models inside a shader. We'll explore how to use physically based rendering to treat light the way it behaves in the real world. At the end, we’ll even look at Unity 2018’s new Shader Graph system. With this book, what seems like a dark art today will be second nature by tomorrow.
Table of Contents (14 chapters)

Implementing a glowing highlight system

Now that we have some background information on how to build shaders, let's look at a real-world example of a shader we could potentially use. When playing certain kinds of games, you may notice that, when the player faces an object they can interact with, the object may glow such as in Dontnod Entertainment's Life is Strange, The Fullbright Company‎'s Gone Home, and even in recent mobile games such as Jam City's Harry Potter Hogwarts Mystery. This is something that we can easily do in Shader Graph, which will also allow us to see a non-trivial example of Shader Graph being used.

Getting ready

Ensure that you have created a project using the Lightweight Render...