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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
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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

Chapter 5: 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. So, how does this actually work? Well, at the heart of every Surface Shader is its lighting model. This is the function that takes these properties and calculates the final shade of each pixel. Usually, Unity hides this from 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 present you with the basics that you need to create your own.

Simulating the way light works is a very challenging and resource-consuming task. For many years, video games have used very simple lighting models, which, despite lacking in realism, were very believable. Even if most 3D engines are now using physically based renderers, it is worth exploring some simpler...

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