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  • Book Overview & Buying Unity 2018 Shaders and Effects Cookbook
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Unity 2018 Shaders and Effects Cookbook

Unity 2018 Shaders and Effects Cookbook - Third Edition

By : John P. Doran, Alan Zucconi
2.9 (8)
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Unity 2018 Shaders and Effects Cookbook

Unity 2018 Shaders and Effects Cookbook

2.9 (8)
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)
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Creating a custom diffuse lighting model

If you are familiar with Unity 4, you may know that the default shader it provided was based on a lighting model called Lambertian reflectance. This recipe will show you how it is possible to create a shader with a custom lighting model and explains the mathematics involved and implementation. The following diagram shows the same geometry rendered with a Standard Shader (right) and a diffuse Lambert one (left):

Shaders based on Lambertian reflectance are classified as non-photorealistic; no object in the real world really looks like this. However, Lambert Shaders are still often used in low-poly games as they produce a neat contrast between the faces of complex geometries. The lighting model used to calculate the Lambertian reflectance is also very efficient, making it perfect for mobile games.

Unity has already provided us with a lighting...

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Unity 2018 Shaders and Effects Cookbook
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