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)

Packing and blending textures

Textures are useful for storing not only loads of data, not just pixel colors as we generally tend to think of them, but also for multiple sets of pixels in both the x and y directions and RGBA channels. We can actually pack multiple images into a single RGBA texture and use each of the R, G, B, and A components as individual textures themselves by extracting each of these components from the shader code.

The result of packing individual grayscale images into a single RGBA texture can be seen in the following screenshot:

Why is this helpful? Well, in terms of the amount of actual memory that your application takes up, textures are a large portion of your application's size. We can, of course, reduce the size of the image, but then we would lose details in how it can be represented. So, to begin reducing the size of your application, we can look...