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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

What this book covers

Chapter 1, Post Processing Stack, introduces you to the Post Processing Stack, which will allow users to tweak their game's appearance without having to write any additional scripts.

Chapter 2, Creating Your First Shader, introduces you to the world of shader coding in Unity. You will build some basic shaders and learn how to introduce tweakable properties in your shaders to make them more interactive.

Chapter 3, Working with Surface Shaders, covers the most common and useful techniques that you can implement with Surface Shaders, including how to use textures and normal maps for your models.

Chapter 4, Working with Texture Mapping, will show how to use textures to animate, blend, and drive any other property that you like.

Chapter 5, Understanding Lighting Models, gives you an in-depth explanation of how shaders model the behavior of light. This chapter teaches you how to create custom lighting models used to simulate special effects, such as toon shading.

Chapter 6, Physically Based Rendering, shows you that physically based rendering is the standard technology used by Unity 5 to bring realism to your games. This chapter explains how to make the most out of it by mastering transparencies, reflective surfaces, and global illumination.

Chapter 7, Vertex Functions, teaches you how shaders can be used to alter the geometry of an object. This chapter introduces vertex modifiers and uses them to bring volumetric explosions, snow shaders, and other effects to life.

Chapter 8, Fragment Shaders and Grab Passes, explains how to use grab passes to make materials that emulate the deformations generated by semi-transparent materials.

Chapter 9, Mobile Shader Adjustment, helps you optimize your shaders to get the most out of any device.

Chapter 10, Screen Effects with Unity Render Textures, shows you how to create special effects and visuals that would otherwise be impossible to achieve.

Chapter 11, Gameplay and Screen Effects, tells you how post-processing effects can be used to complement your gameplay, simulating, for instance, a night-vision effect.

Chapter 12, Advanced Shading Techniques, introduces the most advanced techniques in this book, such as fur shading and heatmap rendering.

Chapter 13, Shader Graph – 2D, explains how to set up a project to use Unity's newly added Shader Graph editor. We cover how to create a simple Shader Graph, how to expose properties, and explore the ways that we can use Shader Graph for 2D games.

Chapter 14, Shader Graph – 3D, expands on the knowledge from the previous chapter and shows how to use Shader Graph for 3D games with examples such as how to interact with the Shader Graph through code using a glow highlight system, creating a portal shader, and using custom Shader Graph functions.

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