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Unity 3D Game Development

You're reading from   Unity 3D Game Development Designed for passionate game developers—Engineered to build professional games

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Product type Paperback
Published in Aug 2022
Publisher Packt
ISBN-13 9781801076142
Length 370 pages
Edition 1st Edition
Languages
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Authors (4):
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Anthony Davis Anthony Davis
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Anthony Davis
Ryan Stunkel Ryan Stunkel
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Ryan Stunkel
Russell Craig Russell Craig
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Russell Craig
Travis Baptiste Travis Baptiste
Author Profile Icon Travis Baptiste
Travis Baptiste
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Toc

Summary

We learned that visual effects have heavy technical implications through two major sources in Unity: shaders and particles. Taking our time through shaders, we built an example of a material on a 3D object to get the concept down so when we have multiple different scenarios, we can follow how the shader was created. This was done through Shader Graph. After that, we dove into the concept of particles. Shuriken was shown to get a simple understanding of CPU particles and will be used in later chapters to explain the finishing touches. GPU particles are created through VFX Graph; we went over the interface and some vocabulary of VFX Graph so when we use it later, there is an understanding to work off.

Visual effects are a very large topic to master. Mastering these tools takes a long time. Take your time when working through this and fail fast. This will guide you through understanding visual effects.

The next chapter covers the implementation of sound in the game....

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