Book Image

Game Development with Unity for .NET Developers

By : Jiadong Chen
Book Image

Game Development with Unity for .NET Developers

By: Jiadong Chen

Overview of this book

Understand what makes Unity the world’s most widely used real-time 3D development platform and explore its powerful features for creating 3D and 2D games, as well as the Unity game engine and the Microsoft Game Dev, including the Microsoft Azure Cloud and Microsoft Azure PlayFab services, to create games. You will start by getting acquainted with the Unity editor and the basic concepts of Unity script programming with C#. You'll then learn how to use C# code to work with Unity's built-in modules, such as UI, animation, physics, video, and audio, and understand how to develop a game with Unity and C#. As you progress through the chapters, you'll cover advanced topics such as the math involved in computer graphics and how to create a custom render pipeline in Unity with the new Scriptable Render Pipeline, all while optimizing performance in Unity. Along the way, you'll be introduced to Microsoft Game Dev, Azure services, and Azure PlayFab, and using the Unity3D PlayFab SDK to access the PlayFab API. By the end of this Unity book, you'll have become familiar with the Unity engine and be ready to develop your own games while also addressing the performance issues that you could encounter in the development process.
Table of Contents (16 chapters)
1
Part 1: Basic Unity Concepts
4
Part 2: Using C# Scripts to Work with Unity's Built-In Modules
9
Part 3: Advanced Scripting in Unity

The Universal Render Pipeline shaders and materials

Shaders and materials are essential for rendering models in Unity. Shaders are used to provide algorithms to calculate the color of each pixel. A material provides various parameters for the shader associated with it to determine how to render the model, such as providing texture as the input of the shader and defining how the shader samples the texture:

Figure 8.37 – Materials and shaders

If we select a model in the scene, such as the safety hat model, the material settings will be displayed in the Inspector window, as shown in Figure 8.37.

Commonly used shaders

Each material can be associated with a specified shader, and the parameters required by this shader are displayed in the Inspector window. The commonly used shader when using the Universal Render Pipeline is Universal Render Pipeline/Lit, and this safety hat model is rendered using this shader as well. By adjusting various parameters...