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 mirrors and reflective surfaces

Specular materials reflect lights when objects are viewed from certain angles. Unfortunately, even the Fresnel reflection, which is one of the most accurate models, does not correctly reflect lights from nearby objects. The lighting models examined in the previous chapters took into account only light sources, but ignored light that is reflected from other surfaces. With what you've learned about shaders so far, making a mirror is simply not possible.

Global illumination makes this possible by providing PBR shaders with information about their surroundings. This allows objects to have not just specular highlights, but also real reflections, which depend on the other objects around them. Real-time reflections are very costly and require manual setting up and tweaking in order to work. When done properly, they can be used to create mirror...