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John P. Doran - Unity 2018 Shaders and Effects Cookbook

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John P. Doran Unity 2018 Shaders and Effects Cookbook
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Unity 2018 Shaders and Effects Cookbook: summary, description and annotation

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Since their introduction to Unity, shaders have been seen as notoriously difficult to understand and implement in games. Complex mathematics has always stood in the way of creating your own shaders and attaining the level of realism you crave.
Unity 2018 Shaders and Effects Cookbook changes that by giving you a recipe-based guide to creating shaders using Unity. It will show you everything you need to know about vectors, how lighting is constructed with them, and how textures are used to create complex effects without the heavy math.
This book starts by teaching you how to use shaders without writing code with the post-processing stack. Then, youll learn how to write shaders from scratch, build up essential lighting, and finish by creating stunning screen effects just like those in high-quality 3D and mobile games. Youll discover techniques, such as normal mapping, image-based lighting, and animating your models inside a shader. Well explore how to use physically based rendering to treat light the way it behaves in the real world. At the end, well even look at Unity 2018s new Shader Graph system.
With this book, what seems like a dark art today will be second nature by tomorrow.

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Unity 2018 Shaders and Effects Cookbook
Third Edition
Transform your game into a visually stunning masterpiece with over 70 recipes
John P. Doran
Alan Zucconi

BIRMINGHAM - MUMBAI Unity 2018 Shaders and Effects CookbookThird Edition - photo 1

BIRMINGHAM - MUMBAI
Unity 2018 Shaders and Effects CookbookThird Edition

Copyright 2018 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 or its dealers and distributors, will be held liable for any damages caused or alleged to have been 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.

Commissioning Editor: Kunal Chaudhari
Acquisition Editor: Larissa Pinto
Content Development Editor: Arun Nadar
Technical Editor: Surabhi Kulkarni
Copy Editor: Safis Editing
Project Coordinator: Sheejal Shah
Proofreader: Safis Editing
Indexer: Mariammal Chettiyar
Graphics: Jason Monteiro
Production Coordinator: Arvindkumar Gupta

First published: June 2013

Second edition: February 2016

Third edition: June 2018

Production reference: 1280618

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-78839-623-3

www.packtpub.com

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Contributors
About the authors

John P. Doran is a passionate and seasoned technical game designer, software engineer, and author who is based in Redmond, Washington. For over a decade, John has built games in roles ranging from game designer to lead UI programmer. Additionally, John has taught game development in Singapore, South Korea, and the United States. To date, he has authored over 10 books pertaining to game development.

Thanks so much to my wife Hien and my family for all of their support while working on this book.

Alan Zucconi is a passionate developer, author, and lecturer, recognized as one of Develop's 30 under 30 . His expertise has been built over the past 10 years, working in the intersection between creativity and education. Starting in 2015, he published a series of educational tutorials for other developers and machine learning enthusiasts

About the reviewers

Andrew Hlynka is a software engineer and game developer from Windsor, Ontario, Canada. He earned his MSc degree in Computer Science in 2015 from the University of Windsor and has worked in the industry for over five years on software projects involving multimedia, interactive displays, games, mobile apps, and hybrid simulation systems. He continues his research in innovative animation techniques for games as an independent developer, publishing his projects under Dust Scratch Games.

I would like to thank my professors at the University of Windsor for their support and encouragement during my research as a student, and for introducing me to the Unity3D game engine nearly a decade ago, forever changing my workflow in the world of game development.

Michael Miles is a Manufacturing Engineer working in the aerospace industry by day and is a Unity game designer, C#, JavaScript, and Python developer at all other times. With these skills, and upon discovering Unity3D and Blender, Michael began creating interactive training and production-ready instruction tools for the assembly of the aircraft his company builds.

When not in front of the screen of a computer, he likes to play games with family and friends or immerse himself in books whose genres range from fantasy to theoretical physics.

Thanks to my parents for always being, there supporting every decision I made, however unwise you thought it was at the time.
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Table of Contents
Preface

Unity 2018 Shaders and Effects Cookbook is your guide to becoming familiar with the creation of shaders and post-processing effects in Unity 2018. You will start your journey at the beginning, exploring the Post Processing Stack to see some of the possible ways you can use shaders to affect what you see without having to write scripts at all. Afterwards, we learn how to create shaders from scratch, starting by creating the most basic shaders and learning how the shader code is structured. This foundational knowledge will arm you with the means to progress further through each chapter, learning advanced techniques such as volumetric explosions and fur shading. We also explore the newly added Shader Graph editor to see how you can create shaders through a drag and drop interface as well! This edition of the book is written specifically for Unity 2018 and will help you to master physically-based rendering and global illumination to get as close to photorealism as possible.

By the end of each chapter, you will have gained new skills that will increase the quality of your shaders and even make your shader writing process more efficient. These chapters have been tailored so that you can jump into each section and learn a specific skill from beginner to expert. For those who are new to shader writing in Unity, you can progress through each chapter, one at a time, to build on your knowledge. Either way, you will learn the techniques that make modern games look the way they do.

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