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Jamie Dean - Mastering Unity Shaders and Effects

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Jamie Dean Mastering Unity Shaders and Effects
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With the inclusion of Physically Based Shading and the Standard Shader, Unity has changed the game for independent and large scale developers alike. Never before has it been so easy to create startling high quality visuals in games and other interactive projects.
This book will give you a solid understanding of the interaction of shaders, lighting and effects in Unity 5, and give you some great ideas for how you can maximize the visual impact of your own games for PC, mobile and other platforms. In the sequence of chapters you will find solutions to some of the major challenges to the creation of responsive and realistic looking games.
As you work on example scenes, you will get to know the syntax of ShaderLab and CG languages, creating simple and complex shader solutions for a variety of different surface effects. You will see how Unitys responsive lighting solutions can be harnessed to build immersive and appealing game experiences.

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Mastering Unity Shaders and Effects

Table of Contents
Mastering Unity Shaders and Effects

Mastering Unity Shaders and Effects

Copyright 2016 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: September 2016

Production reference: 1210916

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham

B3 2PB, UK.

ISBN 978-1-78355-367-9

www.packtpub.com

Credits

Author

Jamie Dean

Copy Editor

Vibha Shukla

Reviewer

Kenneth Lammers

Project Coordinator

Shweta H Birwatkar

Commissioning Editor

Akram Hussain

Proofreader

Safis Editing

Acquisition Editor

Aaron Lazar

Indexer

Mariammal Chettiyar

Content Development Editor

Deepti Thore

Production Coordinator

Arvindkumar Gupta

Technical Editor

Manthan Raja

About the Author

Jamie Dean is a game artist, instructor, and freelancer, with over seven years of teaching experience in higher education. He is currently focused on developing content for mobile games.

Jamie also wrote Unity Character Animation with Mecanim , Packt Publishing, in 2015 .

I would like to thank my family, Carey, Silas, and Rowan, for their love and encouragement, and all the people at Packt Publishing who helped get this project off the ground and keep the momentum. Thanks to Keith, Chip, and rest of my colleagues at Concrete Software Inc. Thanks for the great opportunities!

About the Reviewer

Kenny Lammers has worked over 16 years in the gaming industry as a character artist, technical artist, technical art director, and programmer. Throughout his career, he has worked on titles such as Call of Duty 3, Crackdown 2, Alan Wake, and Kinect Star Wars. He currently owns and operates Ozone Interactive, along with his business partner Noah Kaarbo. Together, they have worked with clients such as Amazon, E-line Media, IGT, Microsoft, and BioLucid.

Kenny has worked for Microsoft Games Studios, Activision, and Surreal, and has recently gone out on his own, operating CreativeTD and co-operating Ozone Interactive.

Kenny authored Unity Shaders and Effects Cookbook , Packt Publishing , and was very happy to be a part of the writing and updating of Unity 5.x Shaders and Effects Cookbook , Packt Publishing .

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Preface

Unity offers a range of tools to get your game project up and running. In version 5, the shaders got a significant upgrade, mostly being replaced with a set of Standard Shaders that can be easily set up to emulate the physical characteristics of real surfaces.

In this book, we will be exploring the options made possible with this new set of shaders and how they interact with lighting and effects in the game scene to produce high quality results.

It has been a long journey towards this level of realism in games. For a long time, the processing overhead of real-time lighting made it problematic. The burden of realism was placed squarely on the texture artist who had to bake static surface effects into the textures of characters and props.

Particularly with dynamic game objects such as characters, this made for some disappointing resultscharacters would move into darker or more brightly lit spaces with a disappointing level of light variation, exposing the simplicity and lack of realism in the game scene.

Advances with graphics, particularly the rapid improvement of graphics cards, have made real-time lighting techniques more cost effective.

This has resulted in higher expectations in gamesmore realistic surfaces that respond to dynamic lighting in a game scene.

In this book, readers will explore these shader and lighting concepts through the context of a typical sci-fi horror game. This will allow us to explore a variety of lighting and surface effects.

What this book covers

In this book, we will work through each of the major shader and effects concepts in different chapters. In each chapter, we will work through a different scene file:

, Getting to Grips with Standard Shaders , introduces the context and explores the capabilities and limitations of Unity's Standard Shaders as we set up the materials for our sci-fi horror-themed spacecraft bridge scene.

, Creating Custom Shaders , continues with spacecraft maintenance scenecreating custom shaders to improve the appearance of the game scene. We will create our first custom shader from scratch and then build on this code to create more complex effects for the helmet transparency and planet's atmosphere.

, Working with Lighting and Light-Emitting Surfaces , delves into the relationship between scene lighting and light-emitting surfaces, creating an animated holographic display for our spacecraft cockpit.

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