Book Image

Unity 2018 Shaders and Effects Cookbook - Third Edition

By : John P. Doran, Alan Zucconi
Book Image

Unity 2018 Shaders and Effects Cookbook - Third Edition

By: John P. Doran, Alan Zucconi

Overview of this book

Since their introduction to Unity, shaders have been seen as notoriously difficult to understand and implement in games. Complex mathematics has always stood in the way of creating your own shaders and attaining the level of realism you crave. Unity 2018 Shaders and Effects Cookbook changes that by giving you a recipe-based guide to creating shaders using Unity. It will show you everything you need to know about vectors, how lighting is constructed with them, and how textures are used to create complex effects without the heavy math. This book starts by teaching you how to use shaders without writing code with the post-processing stack. Then, you’ll learn how to write shaders from scratch, build up essential lighting, and finish by creating stunning screen effects just like those in high-quality 3D and mobile games. You'll discover techniques, such as normal mapping, image-based lighting, and animating your models inside a shader. We'll explore how to use physically based rendering to treat light the way it behaves in the real world. At the end, we’ll even look at Unity 2018’s new Shader Graph system. With this book, what seems like a dark art today will be second nature by tomorrow.
Table of Contents (14 chapters)

Introduction

It's great to write your own shaders and effects so that you can fine-tune your project to look just the way that you want, and this is what we will be spending the majority of the book looking into. However, it's also good to point out that Unity already comes with some prebuilt ways to get some of the more common effects that users like to have through the use of the Post Processing Stack.

For those who just want to get something up and running, the Post Processing Stack can be an excellent way for you to tweak the appearance of your game without having to write any additional code. Using the Post Processing Stack can also be useful in showing you just what shaders can do and how they can improve your game projects as, behind the scenes, the Post Processing Stack is itself a shader that is applied to the screen, aptly called a screen shader.