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)

Using grab passes to draw behind objects

In the Adding transparency to PBR recipe of Chapter 6, Physically Based Rendering, we learned how a material can be made transparent. Even if a transparent material can draw over a scene, it cannot change what has been drawn underneath it. This means that those Transparent Shaders cannot create distortions such as the ones typically seen in glass or water. To simulate them, we need to introduce another technique known as grab pass. This allows us to access what has been drawn on-screen so far so that a shader can use it (or alter it) with no restrictions. To learn how to use grab passes, we will create a material that grabs what's rendered behind it and draws it again on the screen. It's a shader that, paradoxically, performs several operations to show no changes at all.

Getting ready

For this recipe, you will need to do the following:

  1. Create a shader (GrabShader) that we will initialize later.
  2. Create a material ...