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Unity 2018 Cookbook

You're reading from   Unity 2018 Cookbook Over 160 recipes to take your 2D and 3D game development to the next level

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Product type Paperback
Published in Aug 2018
Publisher
ISBN-13 9781788471909
Length 794 pages
Edition 3rd Edition
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Authors (2):
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Matt Smith Matt Smith
Author Profile Icon Matt Smith
Matt Smith
Francisco Queiroz Francisco Queiroz
Author Profile Icon Francisco Queiroz
Francisco Queiroz
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Toc

Table of Contents (22) Chapters Close

Preface 1. Displaying Data with Core UI Elements FREE CHAPTER 2. Responding to User Events for Interactive UIs 3. Inventory UIs 4. Playing and Manipulating Sounds 5. Creating Textures, Maps, and Materials 6. Shader Graphs and Video Players 7. Using Cameras 8. Lights and Effects 9. 2D Animation 10. 3D Animation 11. Webserver Communication and Online Version-Control 12. Controlling and Choosing Positions 13. Navigation Meshes and Agents 14. Design Patterns 15. Editor Extensions and Immediate Mode GUI (IMGUI) 16. Working with External Resource Files and Devices 17. Working with Plain Text, XML, and JSON Text Files 18. Virtual Reality and Extra Features 19. Automated Testing 20. Bonus Chapters 21. Other Books You May Enjoy

Introduction

Whether you're trying to make a better-looking game or you want to add interesting features, lights and effects can boost your project and help you deliver a higher quality product. Modern game engines, including Unity, use complex mathematics and physical modelling of how light from light sources interacts with objects in a Scene.

For visually realistic virtual game Scenes, the game engine must model sources of light, how light falls directly from those sources onto surfaces, and also how light then indirectly bounces from those surfaces to other objects in the scene, and again onto other objects and so on. For rich, complex Scenes containing many objects and light sources, it would be impossible to calculate everything from scratch every frame, so pre-computation needs to take place to model these light source and surface interactions.

In this chapter, we...

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