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)

Exposing properties to the Inspector via Shader Graph

It is great to be able to create graphs and set up their properties using the graph editor, but sometimes it is nice to use the same shader with a simple tweak in the same manner that we've used with the previous shaders we've created. To do this, we can make use of the blackboard panel.

Getting ready

Ensure that you have created the SimpleGraph shader in the previous recipe. Afterward, complete the following steps:

  1. From the Project tab, select the SimpleGraph shader and duplicate it by pressing Ctrl + D. Once duplicated, name the newly created shader ExposeProperty.
  2. Next, create a new material (ExposePropertyMat) and set the shader it uses to the graphs/ExposeProperty...