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Unity 5.x Shaders and Effects Cookbook

You're reading from   Unity 5.x Shaders and Effects Cookbook Master the art of Shader programming to bring life to your Unity projects

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Product type Paperback
Published in Feb 2016
Publisher
ISBN-13 9781785285240
Length 240 pages
Edition 1st Edition
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Author (1):
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Alan Zucconi Alan Zucconi
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Alan Zucconi
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Table of Contents (12) Chapters Close

Preface 1. Creating Your First Shader 2. Surface Shaders and Texture Mapping FREE CHAPTER 3. Understanding Lighting Models 4. Physically Based Rendering in Unity 5 5. Vertex Functions 6. Fragment Shaders and Grab Passes 7. Mobile Shader Adjustment 8. Screen Effects with Unity Render Textures 9. Gameplay and Screen Effects 10. Advanced Shading Techniques Index

Introduction

Surface Shaders have been introduced in Chapter 1, Creating Your First Shader, as the main type of shader used in Unity. This chapter will show in detail what these actually are and how they work. Generally speaking, there are two essential steps in every Surface Shader. First, you have to specify certain physical properties of the material that you want to describe, such as its diffuse color, smoothness, and transparency. These properties are initialized in a function called surface function and stored in a structure called surface output. Secondly, the surface output is passed to a lighting model. This is a special function that will also take information about the nearby lights in the scene. Both these parameters are then used to calculate the final color for each pixel of your model. The lighting function is where the real calculations of a shader take place as it's the piece of code that determines how light should behave when it touches a material.

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You have been reading a chapter from
Unity 5.x Shaders and Effects Cookbook
Published in: Feb 2016
Publisher:
ISBN-13: 9781785285240
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