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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 Heatmaps with arrays

One characteristic that makes shaders hard to master is the lack of proper documentation. Most developers learn shaders by messing around with the code, without having a deep knowledge of what's going on. The problem is amplified by the fact that Cg/HLSL makes a lot of assumptions, some of which are not properly advertised. Unity3D allows C# scripts to communicate with shaders using methods such as SetFloat, SetInt, SetVector, and so on. Unfortunately, Unity3D doesn't have a SetArray method, which leads many developers to believe that Cg/HLSL doesn't support arrays either. This is not true. This post will show you how it's possible to pass arrays to shaders. Just remember that GPUs are highly optimized for parallel computations, and using for loops in a shader will dramatically decrease its performance.

For this recipe, we...

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