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)

Animating vertices in a Surface Shader

Now we know how to access data on a per-vertex basis, let's expand our knowledge set to include other types of data and the position of a vertex.

Using a vertex function, we can access the position of each vertex in a mesh. This allows us to actually modify each individual vertex while the shader does the processing.

In this recipe, we will create a shader that will allow us to modify the positions of each vertex on a mesh with a sine wave. This technique can be used to create animations for objects such as flags or waves on an ocean.

Getting ready

Let's gather our assets together so that we can create the code for our Vertex Shader. Follow these steps:

  1. Create a new scene and place a plane mesh in the center of the scene (GameObject | 3D Object | Plane).

    The Plane object created may seem to be a single quad but, in fact, has 121 verts that we are going to be moving. Using a quad would provide unexpected results....