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Zucconi Alan - Unity 5.x Shaders and Effects Cookbook

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Packt Publishing, 2016. 240 p. ISBN: 978-1-78528-524-0.
.Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. With Shaders, you can transform your game into a highly polished, refined product with Unitys post-processing effects.Unity Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unity3D?guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math.Well start with essential lighting and finishing up by creating stunning screen Effects just like those in high quality 3D and mobile games. Youll discover techniques including normal mapping, image-based lighting, and how to animate your models inside a Shader. Well explore the secrets behind some of the most powerful techniques, such as physically based rendering! With Unity Shaders and Effects Cookbook, what seems like a dark art today will be second nature by tomorrow.What You Will Learn:
Understand physically based rendering to fit the aesthetic of your game;
Enter the world of post-processing effects to make your game look visually stunning;
Add life to your materials, complementing Shader programming with interactive scripts;
Design efficient Shaders for mobile platforms without sacrificing their realism;
Use state-of-the-art techniques such as volumetric explosions and fur shading;
Build your knowledge by understanding how Shader models have evolved and how you can create your own;
Discover what goes into the structure of Shaders and why lighting works the way it does;
Master the math and algorithms behind the most used lighting models.This book will help you master the technique of physically based shading in Unity 5 to add realism to your game quickly through precise recipes
From an eminent author, this book offers you the fine technicalities of professional post-processing effects for stunning results
This book will help you master Shader programming through easy-to-follow examples to create stunning visual effects that can be used in 3D games and high quality graphics.Who This Book Is For:
Unity Effects and Shader Cookbook is written for developers who want to create their first Shaders in Unity 5 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required.

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Unity 5.x Shaders and Effects Cookbook

Table of Contents
Unity 5.x Shaders and Effects Cookbook

Unity 5.x Shaders and Effects Cookbook

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 authors, 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: February 2016

Production reference: 1220216

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78528-524-0

www.packtpub.com

Credits

Authors

Alan Zucconi

Kenneth Lammers

Reviewer

Kenneth Lammers

Commissioning Editor

Priya Singh

Acquisition Editors

Rahul Nair

Erol Staveley

Content Development Editor

Mehvash Fatima

Technical Editors

Pranil Pathare

Danish Shaikh

Copy Editor

Tasneem Fatehi

Project Coordinator

Kinjal Bari

Proofreader

Safis Editing

Indexer

Monica Ajmera Mehta

Graphics

Kirk D'Penha

Disha Haria

Production Coordinator

Nilesh Mohite

Cover Work

Nilesh Mohite

About the Authors

Alan Zucconi is a passionate developer, author, and motivational speaker, recognized as one of Develop's "30 under 30." His expertise has been built over the past 10 years, while he dedicated his time to academia and the gaming industry. He started his independent career to fully explore his creativity, tearing down the wall between art and gaming. Prior to that, he worked at Imperial College London, where he discovered his passion for teaching and writing. His titles include the gravity puzzle, 0RBITALIS , and the upcoming time travel platformer, Still Time .

Kenneth Lammers has over 15 years of experience in the gaming industry, working 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, Eline Media, IGT, and Microsoft.

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

Kenny authored the first version of Unity Shaders and Effects Cookbook by Packt Publishing , and was very happy to be a part of the writing, updating and reviewing of this book.

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Preface

Unity 5.x Shaders and Effects Cookbook is your guide to becoming familiar with the creation of shaders and post effects in Unity 5. You will start your journey at the beginning, 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. This edition of the book is written specifically for Unity 5 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 skill sets 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.

Once you have completed this book, you will have a set of shaders that you can use in your Unity 3D games as well as the understanding to add to them, accomplish new effects, and address performance needs. So let's get started!

What this book covers

, Creating Your First Shader , introduces you to the world of shader coding in Unity 4 and 5.

, Surface Shaders and Texture Mapping , covers the most common and useful techniques that you can implement with Surface Shaders, including how to use textures and normal maps for your models.

, Understanding Lighting Models , gives you an in-depth explanation of how shaders model the behavior of light. The chapter teaches you how to create custom lighting models used to simulate special effects such as toon shading.

, Physically Based Rendering in Unity 5 , shows you that physically-based rendering is the standard technology used by Unity 5 to bring realism to your games. This chapter explains how to make the most out of it, mastering transparencies, reflective surfaces, and global illumination.

, Vertex Functions , teaches you how shaders can be used to alter the geometry of an object; this chapter introduces vertex modifiers and uses them to bring volumetric explosions, snow shaders, and other effects to life.

, Fragment Shaders and Grab Passes , explains how to use grab passes to make materials that emulate the deformations generated by these semi-transparent materials.

, Mobile Shader Adjustment , helps you optimize your shaders to get the most out of any devices.

, Screen Effects with Unity Render Textures , shows you how to create special effects and visuals that would otherwise be impossible to achieve.

, Gameplay and Screen Effects

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