Book Image

Unity 5.x Shaders and Effects Cookbook

By : Alan Zucconi
Book Image

Unity 5.x Shaders and Effects Cookbook

By: Alan Zucconi

Overview of this book

Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. With Shaders, you can transform your game into a highly polished, refined product with Unity’s post-processing effects. Unity Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unity3D—guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math. We’ll start with essential lighting and finishing up by creating stunning screen Effects just like those in high quality 3D and mobile games. You’ll discover techniques including normal mapping, image-based lighting, and how to animate your models inside a Shader. We’ll explore the secrets behind some of the most powerful techniques, such as physically based rendering! With Unity Shaders and Effects Cookbook, what seems like a dark art today will be second nature by tomorrow.
Table of Contents (16 chapters)
Unity 5.x Shaders and Effects Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
Index

Creating a Toon Shader


One of the most used effects in games is the toon shading, which is also known as cel shading (short for celluloid). It is a non-photorealistic rendering technique that makes 3D models appear flat. Many games use it to give the illusion that the graphics are being hand-drawn rather than being 3D-modeled. You can see, in the following picture, a sphere rendered with a Standard Shader (right) and Toon Shader (left):

Achieving this effect using just surface functions is not impossible, but it would be extremely expensive and time-consuming. The surface function, in fact, only works on the properties of the material, not its actual lighting condition. As toon shading requires to change the way light reflects, we need to create our custom lighting model instead.

Getting ready

Let's start this recipe by creating a shader and its material and importing a special texture, as follows:

  1. Start by creating a new shader; in this example, we will extend the one made in the previous...