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Unity 2018 Shaders and Effects Cookbook

You're reading from   Unity 2018 Shaders and Effects Cookbook Transform your game into a visually stunning masterpiece with over 70 recipes

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Product type Paperback
Published in Jun 2018
Publisher
ISBN-13 9781788396233
Length 392 pages
Edition 3rd Edition
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Authors (2):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Alan Zucconi Alan Zucconi
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Alan Zucconi
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Table of Contents (14) Chapters Close

Preface 1. Post Processing Stack FREE CHAPTER 2. Creating Your First Shader 3. Surface Shaders and Texture Mapping 4. Understanding Lighting Models 5. Physically-Based Rendering 6. Vertex Functions 7. Fragment Shaders and Grab Passes 8. Mobile Shader Adjustment 9. Screen Effects with Unity Render Textures 10. Gameplay and Screen Effects 11. Advanced Shading Techniques 12. Shader Graph 13. Other Books You May Enjoy

Implementing a Glass Shader

Glass is a very complicated material; it should not be a surprise that other chapters have already created shaders to simulate it in the Adding transparency to PBR recipe of Chapter 5, Physically-Based Rendering. We already know how to make our glasses semi-transparent to show the objects behind it perfectly and that works for a number of applications. However, most glasses are not perfect. For instance, if you look through a stain glass window you may notice distortions or deformations when you look through them. This recipe will teach you how to achieve that effect. The idea behind this effect is to use a Vertex and Fragment Shader with a GrabPass, and then sample the grab texture with a little change to its UV data to create a distortion. You can see the effect in the following screenshot, using the glass-stained textures from the Unity Standard...

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