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)

Creating a shader with normal mapping

Every triangle of a 3D model has a facing direction, which is the direction that it is pointing toward. It is often represented with an arrow placed in the center of the triangle and is orthogonal to the surface. The facing direction plays an important role in the way light reflects on a surface. If two adjacent triangles face different directions, they will reflect lights at different angles, so they will be shaded differently. For curved objects, this is a problem: it is obvious that the geometry is made out of flat triangles.

To avoid this problem, the way the light reflects on a triangle doesn't take its facing direction into account, but its normal direction instead. As stated in the Adding a texture to a shader recipe, vertices can store data; the normal direction is the most used information after the UV data. This is a vector of unit length (which means it has a length of 1), which indicates the direction the vertex is facing.

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