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)

Creating a toon shader

One of the most used effects in games is toon shading, which is also known as celluloid (CEL) shading. 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 diagram, a sphere rendered with a toon Shader (left) and a Standard Shader (right):

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 us to change the way light reflects, we need to create our custom lighting model instead.

Getting ready...