Book Image

Unity 2021 Cookbook - Fourth Edition

By : Shaun Ferns
Book Image

Unity 2021 Cookbook - Fourth Edition

By: Shaun Ferns

Overview of this book

If you are a Unity developer looking to explore the newest features of Unity 2021 and recipes for advanced challenges, then this fourth edition of Unity Cookbook is here to help you. With this cookbook, you’ll work through a wide variety of recipes that will help you use the essential features of the Unity game engine to their fullest potential. You familiarize yourself with shaders and Shader Graph before exploring animation features to enhance your skills in building games. As you progress, you will gain insights into Unity's latest editor, which will help you in laying out scenes, tweaking existing apps, and building custom tools for augmented reality and virtual reality (AR/VR) experiences. The book will also guide you through many Unity C# gameplay scripting techniques, teaching you how to communicate with database-driven websites and process XML and JSON data files. By the end of this Unity book, you will have gained a comprehensive understanding of Unity game development and built your development skills. The easy-to-follow recipes will earn a permanent place on your bookshelf for reference and help you build better games that stay true to your vision.
Table of Contents (15 chapters)
Free Chapter
2
Responding to User Events for Interactive UIs
3
Inventory and Advanced UIs
6
2D Animation and Physics
13
Advanced Topics - Gizmos, Automated Testing, and More
15
Virtual and Augmented Reality (VR/AR)

How it works...

In this recipe, you created a new Shader Graph that had several connected nodes. The output(s) of one node becomes the input(s) of another node.

You created publicly exposed properties for Color and Texture using the Shader Graph Blackboard and introduced those properties as inputs in your Shader Graph. By publicly exposing these properties, you allow them to be edited via the Inspector window when a Material that's been assigned to a Shader Graph is selected.

You used a Sample Texture 2D node to convert the 2D Texture image into RBG values suitable for the Albedo input for the PBR Master node.

You then created a Fresnel Effect node and combined this, via a Multiply node, with the publicly exposed Color property, sending the output into the Emission input of the PBR Master node. Multiply nodes can be used to combine different elements of a Shader Graph.

To apply a Shader Graph to a GameObject in a scene, you needed to create a Material asset file named...