Unity 2018 shaders and effects cookbook transform your game into a visually stunning masterpiece with over 70 recipes
Bring realism to your games by mastering post-processing effects and advanced shading techniques in Unity 2018 About This Book Learn the secrets of creating AAA quality shaders without writing long algorithms Master shader programming through easy-to-follow examples Create stunning visual effects th...
Otros Autores: | , |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham ; Mumbai :
Packt
2018.
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Edición: | Third edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630435706719 |
Tabla de Contenidos:
- Cover
- Title Page
- Copyrights and Credits
- PacktPub.com
- Contributors
- Table of Contents
- Preface
- Chapter 1: Post Processing Stack
- Introduction
- Installing the Post Processing Stack
- Getting ready
- How to do it...
- Getting a filmic look using grain, vignetting, and depth of field
- Getting ready
- How to do it...
- How it works...
- Mimicking real life with bloom and anti-aliasing
- Getting ready
- How to do it...
- How it works...
- Setting mood with color grading
- Getting ready
- How to do it...
- Creating a horror game look with fog
- Getting ready
- How to do it...
- How it works...
- Chapter 2: Creating Your First Shader
- Introduction
- Creating a basic Standard Shader
- Getting ready
- How to do it...
- How it works...
- There's more...
- Adding properties to a shader
- Getting ready
- How to do it...
- How it works...
- See also
- Using properties in a Surface Shader
- How to do it...
- How it works...
- There's more...
- See also
- Chapter 3: Surface Shaders and Texture Mapping
- Introduction
- Diffuse shading
- Getting ready
- How to do it...
- How it works...
- Accessing and modifying packed arrays
- How to do it...
- There's more...
- See also
- Adding a texture to a shader
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Scrolling textures by modifying UV values
- Getting ready
- How to do it...
- How it works...
- Creating a shader with normal mapping
- Getting ready
- How to do it...
- How it works...
- There's more...
- Creating a transparent material
- Getting ready
- How to do it...
- How it works...
- Creating a Holographic Shader
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Packing and blending textures
- Getting ready
- How to do it...
- How it works.
- Creating a circle around your terrain
- Getting ready
- How to do it...
- Moving the circle
- How it works...
- Chapter 4: Understanding Lighting Models
- Introduction
- Creating a custom diffuse lighting model
- Getting ready
- How to do it...
- How it works...
- Creating a toon shader
- Getting ready
- How to do it...
- How it works...
- There's more...
- Creating a Phong Specular type
- Getting ready
- How to do it...
- How it works...
- Creating a BlinnPhong Specular type
- Getting ready
- How to do it...
- How it works...
- See also
- Creating an Anisotropic Specular type
- Getting ready
- How to do it...
- How it works...
- Chapter 5: Physically-Based Rendering
- Introduction
- Understanding the metallic setup
- Getting ready
- How to do it...
- How it works...
- See also
- Adding transparency to PBR
- Getting ready
- How to do it...
- Semi-transparent materials
- Fading objects
- Solid geometries with holes
- See also
- Creating mirrors and reflective surfaces
- Getting ready
- How to do it...
- How it works...
- See also
- Baking lights in your scene
- Getting ready
- How to do it...
- Configuring the static geometry
- Configuring the light probes
- Baking the lights
- How it works...
- See also
- Chapter 6: Vertex Functions
- Introduction
- Accessing a vertex color in a Surface Shader
- Getting ready
- How to do it…
- How it works…
- There's more…
- Animating vertices in a Surface Shader
- Getting ready
- How to do it…
- How it works…
- Extruding your models
- Getting ready
- How to do it…
- How it works…
- There's more…
- Adding extrusion maps
- Implementing a snow shader
- Getting ready
- How to do it…
- How it works…
- Coloring the surface
- Altering the geometry
- See also
- Implementing a volumetric explosion
- Getting ready
- How to do it….
- How it works…
- There's more…
- See also
- Chapter 7: Fragment Shaders and Grab Passes
- Introduction
- Understanding Vertex and Fragment Shaders
- Getting ready
- How to do it…
- How it works…
- There's more…
- Input semantics
- Output semantics
- See also
- Using the grab pass to draw behind objects
- Getting ready
- How to do it…
- How it works…
- There's more…
- Implementing a Glass Shader
- Getting ready
- How to do it…
- How it works…
- There's more…
- Implementing a Water Shader for 2D games
- Getting ready
- How to do it…
- How it works…
- Chapter 8: Mobile Shader Adjustment
- Introduction
- Techniques to make shaders more efficient
- Getting ready
- How to do it...
- How it works...
- Profiling your shaders
- Getting ready
- How to do it...
- How it works...
- There's more...
- Modifying our shaders for mobile
- Getting ready
- How to do it...
- How it works...
- Chapter 9: Screen Effects with Unity Render Textures
- Introduction
- Setting up the screen effects script system
- Getting ready
- How to do it...
- How it works...
- There's more...
- Using brightness, saturation, and contrast with screen effects
- Getting ready
- How to do it...
- How it works...
- Using basic Photoshop-like Blend modes with screen effects
- Getting ready
- How to do it...
- How it works...
- There's more...
- Using the Overlay Blend mode with screen effects
- How to do it...
- How it works...
- Chapter 10: Gameplay and Screen Effects
- Introduction
- Creating an old movie screen effect
- Getting ready
- How to do it...
- How it works...
- See also
- Creating a night vision screen effect
- Getting ready
- How to do it...
- How it works...
- There's more...
- Chapter 11: Advanced Shading Techniques
- Introduction
- Using Unity's built-in CgInclude files
- Getting ready
- How to do it.
- How it works...
- There's more...
- Making your shader world in a modular way with CgInclude
- Getting ready
- How to do it...
- How it works...
- Implementing a Fur Shader
- Getting ready
- How to do it...
- How it works...
- There's more...
- Implementing Heatmaps with arrays
- Getting ready
- How to do it...
- How it works...
- Chapter 12: Shader Graph
- Introduction
- Creating a Shader Graph project
- How to do it...
- How it works...
- Implementing a simple a Shader Graph
- Getting ready
- How to do it...
- How it works...
- Exposing properties to the Inspector via Shader Graph
- Getting ready
- How to do it...
- How it works...
- Implementing a glowing highlight system
- Getting ready
- How to do it...
- How it works...
- Other Books You May Enjoy
- Index.