Book Image

Hands-On Unity 2020 Game Development

By : Nicolas Alejandro Borromeo
Book Image

Hands-On Unity 2020 Game Development

By: Nicolas Alejandro Borromeo

Overview of this book

Over the years, the Unity game engine has extended its scope from just being about creating video games to building AR/VR experiences, complex simulations, real-time realistic rendering, films, and serious games for training and education. Its features for implementing gameplay, graphics, and customization using C# programming make Unity a comprehensive platform for developing professional-level, rich experiences. With this book, you'll be able to build impressive Unity projects in a step-by-step manner and apply your knowledge of Unity concepts to create a real-world game. Complete with hands-on tutorials and projects, this easy-to-follow guide will show you how to develop your first complete game using a variety of Unity tools. As you make progress, you'll learn how to make the most of the Unity Editor and create scripts using the C# programming language. This Unity game development book will then take you through integrating graphics, sound, and animations and manipulating physics to create impressive mechanics for your games. You'll also learn how to code a simple AI agent to challenge the user and use profiling tools to ensure that the code runs in a performant way. Finally, you'll get to grips with Unity's AR Foundation for creating AR experiences for 3D apps and games. By the end of this book, you'll have developed a complete game and will have built a solid foundation using Unity's tooling ecosystem to develop game projects of any scale.
Table of Contents (24 chapters)
20
Chapter 20: Building the Project

Applying transparency

Before declaring our effect finished, a little addition we can do is to make the water a little bit transparent. Remember that the Shader Pipeline has this Blending stage, which has the responsibility of blending each pixel of our model into the image being rendered in this frame. The idea is to make our Shader Graph modify that stage to apply an Alpha Blending, a blending that combines our model and the previous rendered models based on the Alpha value of our model. To get that effect, do the following steps:

  1. Click the wheel at the top-right part of the Master node.
  2. Set Surface property to Transparent.
  3. Set the Blend property to Alpha if it isn't already at that value:

    Figure 6.48 PBR Master node settings

  4. Set the Alpha input pin of the Master to 0.5:

    Figure 6.49 Setting the Alpha of the Master node

  5. Save the graph and see the transparency being applied in the Scene View. If you can't see the effect, just put a cube in the water to...