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Game Development with Unity for .NET Developers

You're reading from   Game Development with Unity for .NET Developers The ultimate guide to creating games with Unity and Microsoft Game Stack

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781801078078
Length 584 pages
Edition 1st Edition
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Author (1):
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Jiadong Chen Jiadong Chen
Author Profile Icon Jiadong Chen
Jiadong Chen
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Toc

Table of Contents (16) Chapters Close

Preface 1. Part 1: Basic Unity Concepts
2. Chapter 1: Hello Unity FREE CHAPTER 3. Chapter 2: Scripting Concepts in Unity 4. Part 2: Using C# Scripts to Work with Unity's Built-In Modules
5. Chapter 3: Developing UI with the Unity UI System 6. Chapter 4: Creating Animations with the Unity Animation System 7. Chapter 5: Working with the Unity Physics System 8. Chapter 6: Integrating Audio and Video in a Unity Project 9. Part 3: Advanced Scripting in Unity
10. Chapter 7: Understanding the Mathematics of Computer Graphics in Unity 11. Chapter 8: The Scriptable Render Pipeline in Unity 12. Chapter 9: The Data-Oriented Technology Stack in Unity 13. Chapter 10: Serialization System and Assets Management in Unity and Azure 14. Chapter 11: Working with Microsoft Game Dev, Azure Cloud, PlayFab, and Unity 15. Other Books You May Enjoy

Summary

This chapter introduces three ready-made render pipelines to choose from in Unity, namely the legacy built-in render pipeline and two pre-made render pipelines based on the Scriptable Render Pipeline – the Universal Render Pipeline and the High Definition Render Pipeline. At the same time, we also introduced some open source projects that use these render pipelines for you to learn and use.

Then, we discussed how to use the Universal Render Pipeline in Unity by first exploring a sample scene, and then we explained how to use the Universal Render Pipeline Asset to configure your render pipeline and the Volume framework to apply post-processing effects to your game.

We also introduced the concept of shaders and materials, demonstrated how to upgrade a built-in material to Universal Render Pipeline material, and explored how to create a custom shader that can be used in the Universal Render Pipeline.

Finally, we explored how to use Unity's Frame Debugger tool...

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