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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
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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

Accessing a vertex color in a Surface Shader

Let's start this chapter by taking a look at how we can access the information of a model's vertex using the vertex function in a Surface Shader. This will arm us with the knowledge to start utilizing the elements contained within a model's vertex to create really useful and visually appealing effects.

A vertex in a vertex function can return information about itself that we need to be aware of. You can actually retrieve the vertices' normal directions as a float3 value and the position of the vertex as float3, and you can even store color values in each vertex and return that color as float4. This is what we will take a look at in this recipe. We need to see how to store color information and retrieve this stored color information inside each vertex of a Surface Shader.

Getting ready

In order to write this shader, we need to prepare a few assets.

To view the colors of a vertex, we need to have a model that...

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