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)

Baking lights into your scene

Rendering lighting is a very expensive process. Even with state-of-the-art GPUs, accurately calculating the light transport (which is how light bounces between surfaces) can take hours. To make this process feasible for games, real-time rendering is essential. Modern engines compromise between realism and efficiency; most of the computation is done beforehand in a process called light baking. This recipe will explain how light baking works and how you can get the most out of it.

Getting ready

Light baking requires you to have a scene ready. It should contain geometries and, obviously, lights. For this recipe, we will rely on Unity's standard features so that there is no need to create additional shaders or materials. We will be reusing the map that we used in Chapter 1, Post Processing Stack. For better control, you might want to access the Lighting window. If you don't see it, select Window | Rendering | Lighting from the menu and dock...