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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

Packing and blending textures

Textures are useful for storing not only loads of data, not just pixel colors as we generally tend to think of them, but also for multiple sets of pixels in both the x and y directions and RGBA channels. We can actually pack multiple images into a single RGBA texture and use each of the R, G, B, and A components as individual textures themselves by extracting each of these components from the shader code.

The result of packing individual grayscale images into a single RGBA texture can be seen in the following screenshot:

Why is this helpful? Well, in terms of the amount of actual memory that your application takes up, textures are a large portion of your application's size. We can, of course, reduce the size of the image, but then we would lose details in how it can be represented. So, to begin reducing the size of your application, we can look...

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