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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.

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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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