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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
Tools
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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

Chapter 8: Fragment Shaders and Grab Passes

So far, we have relied on Surface Shaders. They have been designed to simplify the way shader coding works, providing meaningful tools for artists. If we want to push our knowledge of shaders further, we need to venture into the territory of Vertex and Fragment Shaders.

Compared to Surface Shaders, Vertex and Fragment Shaders come with little to no information about the physical properties that determine how light reflects on surfaces. What they lack in expressivity, they compensate for with power. Vertex and Fragment Shaders are not limited by physical constraints and are perfect for non-photorealistic effects. This chapter will focus on a technique called the grab pass, which allows these shaders to simulate deformations.

In this chapter, we will cover the following recipes:

  • Understanding Vertex and Fragment Shaders
  • Using grab passes to draw behind objects
  • Implementing a Glass Shader
  • Implementing a Water Shader...
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