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)

Baking lights in your scene

Rendering lighting is a very expensive process. Even with state-of-the-art GPUs, accurately calculating the light transport (which is how light bounces between surfaces) can take hours. In order to make this process feasible for games, real-time rendering is essential. Modern engines compromise between realism and efficiency; most of the computation is done beforehand in a process called light baking. This recipe will explain how light baking works and how you can get the most out of it.

Getting ready

Light baking requires you to have a scene ready. It should have geometries and, obviously, lights. For this recipe, we will rely on Unity's standard features so there is no need to create additional...