Book Image

Unity 2021 Shaders and Effects Cookbook - Fourth Edition

By : John P. Doran
Book Image

Unity 2021 Shaders and Effects Cookbook - Fourth Edition

By: John P. Doran

Overview of this book

Shaders enable you to create powerful visuals for your game projects. However, creating shaders for your games can be notoriously challenging with various factors such as complex mathematics standing in the way of attaining the level of realism you crave for your shaders. The Unity 2021 Shaders and Effects Cookbook helps you overcome that with a recipe-based approach to creating shaders using Unity. This fourth edition is updated and enhanced using Unity 2021 features and tools covering Unity's new way of creating particle effects with the VFX Graph. You'll learn how to use VFX Graph for advanced shader development. The book also features updated recipes for using Shader Graph to create 2D and 3D elements. You'll cover everything you need to know about vectors, how they can be used to construct lighting, and how to use textures to create complex effects without the heavy math. You'll also understand how to use the visual-based Shader Graph for creating shaders without any code. By the end of this Unity book, you'll have developed a set of shaders that you can use in your Unity 3D games and be able to accomplish new effects and address the performance needs of your Unity game development projects. So, let's get started!
Table of Contents (16 chapters)

Mimicking real life with bloom and anti-aliasing

The bloom optical effect aims to mimic the imaging effects of real-world cameras, where things in areas with lights will glow along the edges, thus overwhelming the camera. The bloom effect is very distinctive and you've likely seen it employed in areas in a game that are magical or heaven-like:

Figure 1.26 – The final result of using bloom and anti-aliasing

Getting ready

Make sure you have completed the Installing the Post Processing Stack recipe before starting this one.

How to do it...

To add the bloom and anti-aliasing effect, follow these steps:

  1. First, we must create a new Post-processing Profile by right-clicking within the Assets folder in the Project window and then selecting Create | Post-processing Profile. Once selected, we can rename the item. Go ahead and set the name to BloomProfile.
  2. Select the Post-process volume object and, from the Inspector window, go to the...