Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Hands-On Unity 2021 Game Development

You're reading from   Hands-On Unity 2021 Game Development Create, customize, and optimize your own professional games from scratch with Unity 2021

Arrow left icon
Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781801071482
Length 710 pages
Edition 2nd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
Arrow right icon
View More author details
Toc

Table of Contents (29) Chapters Close

Preface 1. Section 1 – Our First Level
2. Chapter 1: Designing a Game from Scratch FREE CHAPTER 3. Chapter 2: Setting Up Unity 4. Chapter 3: Working with Scenes and Game Objects 5. Chapter 4: Grayboxing with Terrain and ProBuilder 6. Chapter 5: Importing and Integrating Assets 7. Section 2 – Improving Graphics and Sound
8. Chapter 6: Materials and Effects with URP and Shader Graph 9. Chapter 7: Visual Effects with Particle Systems and Visual Effect Graph 10. Chapter 8: Lighting Using the Universal Render Pipeline 11. Chapter 9: Fullscreen Effects with Postprocessing 12. Chapter 10: Sound and Music Integration 13. Chapter 11: User Interface Design 14. Chapter 12: Creating a UI with the UI Toolkit 15. Chapter 13: Creating Animations with Animator, Cinemachine, and Timeline 16. Section 3 – Scripting Level Interactivity with C#
17. Chapter 14: Introduction to C# and Visual Scripting 18. Chapter 15: Implementing Movement and Spawning 19. Chapter 16: Physics Collisions and Health System 20. Chapter 17: Win and Lose Condition 21. Chapter 18: Scripting the UI, Sounds, and Graphics 22. Chapter 19: Implementing Game AI for Building Enemies 23. Chapter 20: Scene Performance Optimization 24. Section 4 – Releasing Your Game
25. Chapter 21: Building the Project 26. Chapter 22: Finishing Touches 27. Chapter 23: Augmented Reality in Unity 28. Other Books You May Enjoy

Introducing shaders

We created materials in the previous chapter, but we never discussed how they internally work and why their Shader properties are super important. In this section, we will explore the concept of a shader as a way to program a video card to achieve custom visual effects.

In this section, we will cover the following concepts related to shaders:

  • Shader pipeline
  • The render pipeline and URP
  • URP's built-in shaders

Let's start by discussing how a shader modifies the shader pipeline to achieve effects.

Shader pipeline

Whenever a video card renders a 3D model, it needs several pieces of input data to process, such as meshes, textures, the transform of the object (position, rotation, and scale), and the lights that affect that object. With that data, the video card must output the pixels of the object into the back buffer, the image where the video card will be drawing our objects. That image will be shown when Unity finishes rendering...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime