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...

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Detalles Bibliográficos
Otros Autores: Doran, John P., author (author), Zucconi, Alan, author
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham ; Mumbai : Packt 2018.
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.