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

Using the Overlay Blend mode with screen effects


For our final recipe, we are going to take a look at another type of blend mode, the Overlay Blend mode. This blending actually makes use of some conditional statements that determine the final color of each pixel in each channel. So, the process of using this type of blend mode needs a bit more coding to work. Let's take a look at how this is done in the next few recipes.

Getting ready

For this last Screen Effect, we will need to set up our two scripts as we have in the previous recipes in this chapter. For this recipe, we will be using the same scene we have been using, so we don't have to create a new one:

  1. Create a new script file called Overlay_ImageEffect and shader file called Overlay_Effect.

  2. Copy the code from the previous C# script file to our new script file.

  3. Copy the code from the previous shader file to our new shader file.

  4. Assign the Overlay_ImageEffect script to the main camera and Overlay_Effect to the script component in the Inspector...