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Unity 2021 shaders and effects cookbook : over 50 recipes to help you transform your game into a visually stunning masterpiece / John P. Doran.
- Format:
- Book
- Author/Creator:
- Doran, John P., author.
- Language:
- English
- Subjects (All):
- Computer games--Development.
- Computer games.
- Video games--Programming.
- Video games.
- Physical Description:
- 1 online resource (485 pages)
- Edition:
- 4th ed.
- Distribution:
- London : Bloomsbury Publishing (UK), 2024.
- Place of Publication:
- Birmingham : Packt Publishing, 2021.
- System Details:
- text file HTML
- 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.
- Summary:
- Shaders enable you to create powerful visuals for your game projects. However, creating shaders for your games can be notoriously challenging with various factors such as complex mathematics standing in the way of attaining the level of realism you crave for your shaders.
- Contents:
- Cover
- Title Page
- Copyright and credits
- Contributors
- About the reviewers
- Table of Contents
- Preface
- Chapter 1: Post Processing Stack
- Technical requirements
- 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 the 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: Working with Surface Shaders
- Implementing diffuse shading
- Accessing and modifying packed arrays
- Creating a shader with normal mapping
- Creating a Holographic Shader
- Chapter 4: Working with Texture Mapping
- Adding a texture to a shader
- Scrolling textures by modifying UV values
- Creating a transparent material
- Getting ready.
- How to do it...
- Packing and blending textures
- Creating a circle around your terrain
- Getting ready…
- There's more…
- Chapter 5: Understanding Lighting Models
- Creating a custom diffuse lighting model
- Creating a toon shader
- Creating a Phong Specular type
- Creating a Blinn-Phong Specular type
- Creating an Anisotropic Specular type
- Chapter 6: Physically Based Rendering
- Understanding the metallic setup
- Adding transparency to PBR
- Creating mirrors and reflective surfaces
- Baking lights into your scene
- Chapter 7: Vertex Functions
- Accessing a vertex color in a Surface Shader
- How to do it…
- How it works…
- Animating vertices in a Surface Shader
- Extruding your models
- Implementing a snow shader
- Implementing a volumetric explosion
- Chapter 8: Fragment Shaders and Grab Passes.
- Technical requirements
- Understanding Vertex and Fragment Shaders
- Using grab passes to draw behind objects
- Implementing a Glass Shader
- Implementing a Water Shader for 2D games
- Chapter 9: Mobile Shader Adjustment
- Techniques to make shaders more efficient
- Profiling your shaders
- Modifying our shaders for mobile
- Chapter 10: Screen Effects with Unity Render Textures
- Setting up a 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 11: Gameplay and Screen Effects
- Creating an old movie screen effect
- Creating a night-vision screen effect
- Chapter 12: Advanced Shading Techniques
- Using Unity's built-in CgInclude files
- There's more.
- Making your shader work in a modular way with CgInclude
- Implementing a Fur Shader
- Implementing Heatmaps with arrays
- Chapter 13: Shader Graph - 2D
- Technical requirement
- Creating a URP-based Shader Graph project
- Implementing a simple Shader Graph
- Exposing properties to the Inspector via Shader Graph
- Creating a Sprite Outline Shader
- Chapter 14: Shader Graph - 3D
- Implementing a glowing highlight system
- Portal Shaders in Unity
- Creating custom Shader Graph functions
- Other Books You May Enjoy
- Index.
- ISBN:
- 9781839217692
- 1839217693
- OCLC:
- 1281966198
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