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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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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

Using Unity's built-in CgInclude files

Our first step in writing our own CgInclude files is to understand what Unity already provides us with for shaders. When writing Surface Shaders, there is a lot happening under the hood, which makes the process of writing them so efficient. We can see this code in the included CgInclude files found in the directory that you installed Unity in at Editor | Data | CGIncludes. All the files contained within this folder do their part to render our objects with our shaders on the screen. Some of these files take care of shadows and lighting, some take care of helper functions, and some manage platform dependencies. Without them, our shader-writing experience would be much more laborious.

Note

You can find a list of the information on built-in files that Unity has provided us with at the following link: http://docs.unity3d.com/Documentation/Components/SL-BuiltinIncludes.html.

Let's begin the process of understanding these built-in...

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