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)

Vertex Functions

The term shader originates from the fact that Cg has been used mainly to simulate realistic lighting conditions (shadows) on 3D models. Despite this, shaders are now much more than that. They not only define the way the objects are going to look, they can also redefine their shapes entirely. If you want to learn how to manipulate the geometry of a 3D object via shaders, this is the chapter for you.

In this chapter, you will learn the following recipes:

  • Accessing a vertex color in a Surface Shader
  • Animating vertices in a Surface Shader
  • Extruding your models
  • Implementing a snow shader
  • Implementing a volumetric explosion