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)

Understanding the metallic setup

Unity provides three different types of PBR shaders; they are referred to in the drop-down menu of the material's Inspector tab as Standard, Standard (Roughness Setup), and Standard (Specular setup). The main difference is that Standard and Standard (Roughness Setup) expose the Metallic property, but Standard contains a Smoothness property while the second replaces Smoothness with Roughness. Standard (Specular setup) contains Smoothness but replaces the Metallic property with Specular. Smoothness and Roughness are opposites of each other, so a Smoothness value of 1 means a Roughness value of 0 and vice versa. You can generally get the same result no matter which shader you use, so it mostly comes down to personal preference.

These setups represent different ways in which you can initialize PBR materials. One of the concepts that has driven PBR is the ability to provide meaningful, physically related properties that artists and developers can...