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)

Implementing a volumetric explosion

The art of game development is a clever trade-off between realism and efficiency. This is particularly true for explosions; they are at the heart of many games, yet the physics behind them is often beyond the computational power of modern machines. Explosions are, essentially, nothing more than very hot balls of gas; hence, the only way to correctly simulate them is by integrating a fluid simulation into your game. As you can imagine, this is unfeasible for a runtime application, and many games simulate them simply with particles. When an object explodes, it is common to simply instantiate fire, smoke, and debris particles so that, together, they can achieve believable results. This approach, unfortunately, is not very realistic and is easy to spot. There is an intermediate technique that can be used to achieve a much more realistic effect:...