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)

Implementing a Glass Shader

Glass is a very complicated material; it should not be a surprise that other recipes have already created shaders to simulate it, such as in the Adding transparency to PBR recipe of Chapter 6, Physically Based Rendering. We already know how to make our glasses semi-transparent to show the objects behind them perfectly, and this works for several applications. However, most glasses are not perfect. For instance, if you look through a stained glass window, you may notice distortions or deformations. This recipe will teach you how to achieve that effect. The idea behind this effect is to use a Vertex and Fragment Shader with a GrabPass, and then sample the grab texture by changing its UV data to create a distortion. You can see this effect in the following screenshot. Here, we used the glass-stained textures from Unity's Standard Assets:

Figure 8.7 – The effect that will be created in this recipe

Getting ready

The setup...