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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.

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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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