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 Glass Shader

Glass is a very complicated material; it should not be a surprise that other chapters have already created shaders to simulate it in the Adding transparency to PBR recipe of Chapter 5, Physically-Based Rendering. We already know how to make our glasses semi-transparent to show the objects behind it perfectly and that works for a number of applications. However, most glasses are not perfect. For instance, if you look through a stain glass window you may notice distortions or deformations when you look through them. This recipe will teach you how to achieve that effect. The idea behind this effect is to use a Vertex and Fragment Shader with a GrabPass, and then sample the grab texture with a little change to its UV data to create a distortion. You can see the effect in the following screenshot, using the glass-stained textures from the Unity Standard...