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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
Author Profile Icon Alan Zucconi
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

Chapter 3. Understanding Lighting Models

In the previous chapters, we introduced Surface Shaders and explained how we can change physical properties (such as Albedo and Specular) to simulate different materials. How does this really work? At the heart of every Surface Shader, there is its lighting model. It's the function that takes these properties and calculates the final shade of each pixel. Unity usually hides this from the developers because in order to write a lighting model, you have to understand how light reflects and refracts onto surfaces. This chapter will finally show you how lighting models work and give you the basics to create your own.

In this chapter, you will learn the following recipes:

  • Creating a custom diffuse lighting model
  • Creating a Toon Shader
  • Creating a Phong Specular type
  • Creating a BlinnPhong Specular type
  • Creating an Anisotropic Specular type
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