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)

Modifying our shaders for mobile

Now that we have looked at a broad set of techniques for making optimized shaders, let's take a look at writing a nice, high-quality shader targeted at a mobile device. It is quite easy to make a few adjustments to the shaders we have written so that they run faster on a mobile device. This includes elements such as using the approxview or halfasview Lighting function variables. We can also reduce the number of textures we need and even apply better compression to the textures we are using. By the end of this recipe, we will have a nicely optimized, normally mapped Specular Shader that we can use in our mobile games.

Getting ready

Before we begin, let's create a fresh new scene and fill it with some objects that we will apply to our MobileShader:

  1. Create a new scene and fill it with a default sphere and a single directional light.
  2. Create a new material (MobileMat) and shader (MobileShader), and assign the shader to the material...