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Unity 2018 shaders and effects cookbook : transform your game into a visually stunning masterpiece with over 70 recipes / John P. Doran, Alan Zucconi.
- Format:
- Book
- Author/Creator:
- Doran, John P., author.
- Zucconi, Alan, author.
- Language:
- English
- Subjects (All):
- Unity (Electronic resource).
- Video games--Design.
- Video games.
- Computer graphics.
- Physical Description:
- 1 online resource (384 pages) : illustrations
- Edition:
- Third edition.
- Place of Publication:
- Birmingham ; Mumbai : Packt, 2018.
- System Details:
- text file
- Biography/History:
- Doran John P. : John P. Doran is a passionate and seasoned Technical Game Designer, Software Engineer, and Author who is based in Incheon, South Korea. His passion for game development began at an early age. He later graduated from DigiPen Institute of Technology with a Bachelor of Science in Game Design. For over a decade, John has gained extensive hands-on expertise in game development working in various roles ranging from game designer to lead UI programmer working in teams consisting of just himself to over 70 people in student, mod, and professional game projects including working at LucasArts on Star Wars: 1313. Additionally, John has worked in game development education teaching in Singapore, South Korea, and the United States. To date, he has authored over 10 books pertaining to game development. John is currently a Technical Game Design Instructor at George Mason University Korea. Prior to his present ventures, he was an award-winning videographer. Zucconi Alan: 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.
- Summary:
- 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 that can be used in 3D games Who This Book Is For Unity Shaders and Effects Cookbook is for developers who want to create their first shaders in Unity 2018 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required to get the most from this book. What You Will Learn Understand physically based rendering to fit the aesthetic of your game Write shaders from scratch in ShaderLab and HLSL/Cg Combine shader programming with interactive scripts to add life to your materials Design efficient shaders for mobile platforms without sacrificing their realism Use state-of-the-art techniques, such as volumetric explosions and fur shading Master the math and algorithms behind the most used lighting models Understand how shader models have evolved and how you can create your own In Detail 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, you'll 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. You'll discover techniques, such as normal mapping, image-based lighting, and animating your models inside a shader. We'll explore how to use physically based rendering to treat light the way it behaves in the real world. At the end, we'll even look at Unity 2018's new Shader Graph system. With this book, what seems like a dark art today will be second nature by tomorrow. Style and approach The recipes in this book contain step-by-step instructions, complemented with screenshots, code, and re...
- Contents:
- 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
- How it works...
- Mimicking real life with bloom and anti-aliasing
- Setting mood with color grading
- Creating a horror game look with fog
- Chapter 2: Creating Your First Shader
- Creating a basic Standard Shader
- There's more...
- Adding properties to a shader
- See also
- Using properties in a Surface Shader
- Chapter 3: Surface Shaders and Texture Mapping
- Diffuse shading
- Accessing and modifying packed arrays
- Adding a texture to a shader
- Scrolling textures by modifying UV values
- Creating a shader with normal mapping
- Creating a transparent material
- Creating a Holographic Shader
- Packing and blending textures
- How it works.
- Creating a circle around your terrain
- Moving the circle
- Chapter 4: Understanding Lighting Models
- Creating a custom diffuse lighting model
- Creating a toon shader
- Creating a Phong Specular type
- Creating a BlinnPhong Specular type
- Creating an Anisotropic Specular type
- Chapter 5: Physically-Based Rendering
- Understanding the metallic setup
- Adding transparency to PBR
- Semi-transparent materials
- Fading objects
- Solid geometries with holes
- Creating mirrors and reflective surfaces
- Baking lights in your scene
- Configuring the static geometry
- Configuring the light probes
- Baking the lights
- Chapter 6: Vertex Functions
- Accessing a vertex color in a Surface Shader
- How to do it…
- How it works…
- There's more…
- Animating vertices in a Surface Shader
- Extruding your models
- Adding extrusion maps
- Implementing a snow shader
- Coloring the surface
- Altering the geometry
- Implementing a volumetric explosion
- How to do it….
- How it works…
- Chapter 7: Fragment Shaders and Grab Passes
- Understanding Vertex and Fragment Shaders
- Input semantics
- Output semantics
- Using the grab pass to draw behind objects
- Implementing a Glass Shader
- Implementing a Water Shader for 2D games
- Chapter 8: Mobile Shader Adjustment
- Techniques to make shaders more efficient
- Profiling your shaders
- Modifying our shaders for mobile
- Chapter 9: Screen Effects with Unity Render Textures
- Setting up the screen effects script system
- Using brightness, saturation, and contrast with screen effects
- Using basic Photoshop-like Blend modes with screen effects
- Using the Overlay Blend mode with screen effects
- Chapter 10: Gameplay and Screen Effects
- Creating an old movie screen effect
- Creating a night vision screen effect
- Chapter 11: Advanced Shading Techniques
- Using Unity's built-in CgInclude files
- How to do it.
- How it works...
- Making your shader world in a modular way with CgInclude
- Implementing a Fur Shader
- Implementing Heatmaps with arrays
- Chapter 12: Shader Graph
- Creating a Shader Graph project
- Implementing a simple a Shader Graph
- Exposing properties to the Inspector via Shader Graph
- Implementing a glowing highlight system
- Other Books You May Enjoy
- Index.
- Notes:
- Description based on print version record.
- ISBN:
- 9781788390958
- 1788390954
- OCLC:
- 1044931605
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