Readers are expected to have experience of working with Unity and some scripting experience (C# or JavaScript is fine). The book is written with Unity 2018.1.0f2, but should work with future versions of the engine with some minor tweaks.
To get the most out of this book
Download the example code files
You can download the example code files for this book from your account at www.packtpub.com. If you purchased this book elsewhere, you can visit www.packtpub.com/support and register to have the files emailed directly to you.
You can download the code files by following these steps:
- Log in or register at www.packtpub.com.
- Select the SUPPORT tab.
- Click on Code Downloads & Errata.
- Enter the name of the book in the Search box and follow the onscreen instructions.
Once the file is downloaded, please make sure that you unzip or extract the folder using the latest version of:
- WinRAR/7-Zip for Windows
- Zipeg/iZip/UnRarX for Mac
- 7-Zip/PeaZip for Linux
The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Unity-2018-Shaders-and-Effects-Cookbook-Third-Edition. In case there's an update to the code, it will be updated on the existing GitHub repository.
We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!
Download the color images
We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://www.packtpub.com/sites/default/files/downloads/Unity2018ShadersandEffectsCookbookThirdEdition_ColorImages.pdf.
Conventions used
There are a number of text conventions used throughout this book.
CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "A Unity package is a single file that contains various Assets that can be used in Unity in a similar manner to a .zip file."
A block of code is set as follows:
Properties
{
_MainTex("Texture", 2D) = "white"
}
When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
void surf (Input IN, inout SurfaceOutputStandard o) {
// Use the tint provided as the base color for the material
o.Albedo = _MainTint;
// Get the normal data out of the normal map texture
// using the UnpackNormal function
float3 normalMap = UnpackNormal(tex2D(_NormalTex,
IN.uv_NormalTex));
normalMap.x *= _NormalMapIntensity;
normalMap.y *= _NormalMapIntensity;
// Apply the new normal to the lighting model
o.Normal = normalize(normalMap.rgb);
}
Bold: Indicates a new term, an important word, or words that you see onscreen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: "To finally bake the lights, open the Lighting window by going to Window | Lighting | Settings. Once there, select the Global Maps tab."