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Unity 2021 Shaders and Effects Cookbook

You're reading from   Unity 2021 Shaders and Effects Cookbook Over 50 recipes to help you transform your game into a visually stunning masterpiece

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Product type Paperback
Published in Oct 2021
Publisher Packt
ISBN-13 9781839218620
Length 484 pages
Edition 4th Edition
Languages
Tools
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Toc

Table of Contents (16) Chapters Close

Preface 1. Chapter 1: Post Processing Stack 2. Chapter 2: Creating Your First Shader FREE CHAPTER 3. Chapter 3: Working with Surface Shaders 4. Chapter 4: Working with Texture Mapping 5. Chapter 5: Understanding Lighting Models 6. Chapter 6: Physically Based Rendering 7. Chapter 7: Vertex Functions 8. Chapter 8: Fragment Shaders and Grab Passes 9. Chapter 9: Mobile Shader Adjustment 10. Chapter 10: Screen Effects with Unity Render Textures 11. Chapter 11: Gameplay and Screen Effects 12. Chapter 12: Advanced Shading Techniques 13. Chapter 13: Shader Graph – 2D 14. Chapter 14: Shader Graph – 3D 15. Other Books You May Enjoy

Implementing a Glass Shader

Glass is a very complicated material; it should not be a surprise that other recipes have already created shaders to simulate it, such as in the Adding transparency to PBR recipe of Chapter 6, Physically Based Rendering. We already know how to make our glasses semi-transparent to show the objects behind them perfectly, and this works for several applications. However, most glasses are not perfect. For instance, if you look through a stained glass window, you may notice distortions or deformations. 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 by changing its UV data to create a distortion. You can see this effect in the following screenshot. Here, we used the glass-stained textures from Unity's Standard Assets:

Figure 8.7 – The effect that will be created in this recipe

Getting ready

The setup...

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