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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

Using the Overlay Blend Mode with screen effects

For our final recipe, we are going to take a look at another type of Blend Mode, the Overlay Blend Mode. This Blend Mode actually makes use of some conditional statements that determine the final color of each pixel in each channel, so the process of using this type of Blend Mode requires a bit more coding to work. Let's take a look at how this is done.

How to do it...

To begin our Overlay Screen effect, we will need to get the code of our shader up and running without errors. We can then modify our script file to feed the correct data to the shade:.

  1. Create a new shader by duplicating the ScreenGrayscale code and selecting it from the Project tab under the Chapter 10 | Shaders folder and pressing Ctrl + D. Once duplicated, rename the script ScreenOverlay, then double-click on this shader to open it in your script editor.
  2. We first need to set up properties in our Properties block. We will use the same properties...
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