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 Blinn-Phong Specular type

Blinn is another more efficient way of calculating and estimating specularity. It is done by getting the half vector from the view direction and the light direction. It was brought into the world of Cg by Jim Blinn. Blinn found that it was far more efficient to simply get the half vector instead of calculating our own reflection vectors. This cut down on the code and processing time. If you actually look at the built-in Blinn-Phong lighting model included in the UnityCG.cginc file, you will notice that it is using the half vector as well; hence, it is named Blinn-Phong. It is just a simpler version of the full Phong calculation.

Getting ready

To begin, perform the following steps:

  1. This time, instead of creating a whole new Scene, let's just use the objects and scene that we already have by navigating to File | Save Scene As.... Then, create a new shader (Blinn-Phong) and material (BlinnPhongMat):

    Figure 5.22 – The completed...