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)

Adding transparency to PBR

Transparency is such an important aspect in games that the Standard Shader supports three different ways of doing it. This recipe is useful if you need to have realistic materials with transparent or semi-transparent properties. Glasses, bottles, windows, and crystals are good candidates for PBR transparent shaders. This is because you can still have all the realism introduced by PBR with the addition of a transparent or translucent effect. If you need transparency for something different, such as UI elements or pixel art, there are more efficient alternatives that are explored in the Creating a transparent material recipe in Chapter 3, Surface Shaders and Texture Mapping.

In order to have a transparent standard material, changing the alpha channel of its Albedo color property is not enough. Unless you properly set its Rendering Mode, your material will...