Book Image

Unity 2021 Shaders and Effects Cookbook - Fourth Edition

By : John P. Doran
Book Image

Unity 2021 Shaders and Effects Cookbook - Fourth Edition

By: John P. Doran

Overview of this book

Shaders enable you to create powerful visuals for your game projects. However, creating shaders for your games can be notoriously challenging with various factors such as complex mathematics standing in the way of attaining the level of realism you crave for your shaders. The Unity 2021 Shaders and Effects Cookbook helps you overcome that with a recipe-based approach to creating shaders using Unity. This fourth edition is updated and enhanced using Unity 2021 features and tools covering Unity's new way of creating particle effects with the VFX Graph. You'll learn how to use VFX Graph for advanced shader development. The book also features updated recipes for using Shader Graph to create 2D and 3D elements. You'll cover everything you need to know about vectors, how they can be used to construct lighting, and how to use textures to create complex effects without the heavy math. You'll also understand how to use the visual-based Shader Graph for creating shaders without any code. By the end of this Unity book, you'll have developed a set of shaders that you can use in your Unity 3D games and be able to accomplish new effects and address the performance needs of your Unity game development projects. So, let's get started!
Table of Contents (16 chapters)

Packing and blending textures

Textures are not only useful for storing loads of data or pixel colors as we generally tend to think of them, but also for multiple sets of pixels in both the X and Y directions and RGBA channels. We can actually pack multiple images into a single RGBA texture and use each of the R, G, B, and A components as individual textures themselves by extracting each of these components from the shader code.

The result of packing individual grayscale images into a single RGBA texture can be seen in the following screenshot:

Figure 4.15 – Packing

Why is this helpful? Well, in terms of the amount of actual memory that your application takes up, textures are a large portion of your application's size. We can, of course, reduce the size of the image, but then we would lose details in how it can be represented. So, to begin reducing the size of your application, we can look at all of the images that we are using in our shader...