Unity 2021 shaders and effects cookbook over 50 recipes to help you transform your game into a visually stunning masterpiece

Shaders enable you to create powerful visuals for your game projects. However, creating shaders for your games can be notoriously challenging with various factors such as complex mathematics standing in the way of attaining the level of realism you crave for your shaders.

Detalles Bibliográficos
Otros Autores: Doran, John P., author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing 2021.
Edición:4th ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009644300606719
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright and credits
  • Contributors
  • About the reviewers
  • Table of Contents
  • Preface
  • Chapter 1: Post Processing Stack
  • Technical requirements
  • 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 the 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
  • Technical requirements
  • 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: Working with Surface Shaders
  • Technical requirements
  • Implementing 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
  • Creating a shader with normal mapping
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Creating a Holographic Shader
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • See also
  • Chapter 4: Working with Texture Mapping
  • Technical requirements
  • 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 transparent material
  • Getting ready.
  • How to do it...
  • How it works...
  • 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...
  • How it works...
  • There's more…
  • Chapter 5: Understanding Lighting Models
  • Technical requirements
  • 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 Blinn-Phong 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 6: Physically Based Rendering
  • Technical requirements
  • 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...
  • See also
  • Creating mirrors and reflective surfaces
  • Getting ready
  • How to do it...
  • How it works...
  • See also
  • Baking lights into your scene
  • Getting ready
  • How to do it...
  • How it works...
  • See also
  • Chapter 7: Vertex Functions
  • Technical requirements
  • 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…
  • Implementing a snow shader
  • Getting ready
  • How to do it…
  • How it works…
  • See also
  • Implementing a volumetric explosion
  • Getting ready
  • How to do it…
  • How it works…
  • There's more…
  • See also
  • Chapter 8: Fragment Shaders and Grab Passes.
  • Technical requirements
  • Understanding Vertex and Fragment Shaders
  • Getting ready
  • How to do it…
  • How it works…
  • There's more…
  • See also
  • Using grab passes 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 9: Mobile Shader Adjustment
  • Technical requirements
  • 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 10: Screen Effects with Unity Render Textures
  • Technical requirements
  • Setting up a 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 11: Gameplay and Screen Effects
  • Technical requirements
  • 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 12: Advanced Shading Techniques
  • Technical requirements
  • Using Unity's built-in CgInclude files
  • Getting ready
  • How to do it...
  • How it works...
  • There's more.
  • Making your shader work 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 13: Shader Graph - 2D
  • Technical requirement
  • Creating a URP-based Shader Graph project
  • How to do it...
  • How it works...
  • Implementing a simple 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...
  • Creating a Sprite Outline Shader
  • Getting ready
  • How to do it...
  • How it works...
  • Chapter 14: Shader Graph - 3D
  • Technical requirements
  • Implementing a glowing highlight system
  • Getting ready
  • How to do it...
  • How it works...
  • Portal Shaders in Unity
  • Getting ready
  • How to do it...
  • How it works...
  • Creating custom Shader Graph functions
  • Getting ready
  • How to do it...
  • How it works...
  • Other Books You May Enjoy
  • Index.