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)

Extruding your models

One of the biggest problems in games is repetition. Creating new content is a time-consuming task, and when you have to face thousands of enemies, chances are that they will all look the same. A relatively cheap technique to add variation to your models is using a shader that alters their basic geometry. This recipe will show you a technique called normal extrusion, which can be used to create a chubbier or skinnier version of a model, as shown in the following screenshot of a soldier from the Unity camp demo:

Figure 7.7 – Using normal extrusion to adjust a model's visuals

For ease of use, I have provided a prefab of the soldier in the example code for this book under the Chapter 07 | Prefabs folder.

Getting ready

For this recipe, you need to have access to the shader used by the model that you want to alter. Once you have it, we duplicate it so that we can edit it safely. This is how it can be done:

  1. Find the...