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Unity 2018 Shaders and Effects Cookbook电子书

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45人正在读 | 0人评论 6.2

作       者:John P. Doran,Alan Zucconi

出  版  社:Packt Publishing

出版时间:2018-06-29

字       数:33.6万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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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 real-world examples.
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Title Page

Copyrights and Credits

Unity 2018 Shaders and Effects Cookbook Third Edition

PacktPub.com

Why subscribe?

PacktPub.com

Contributors

About the authors

About the reviewers

Packt is searching for authors like you

Preface

Who this book is for

What this book covers

To get the most out of this book

Download the example code files

Download the color images

Conventions used

Sections

Getting ready

How to do it…

How it works…

There's more…

See also

Get in touch

Reviews

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

Getting ready

How to do it...

How it works...

Mimicking real life with bloom and anti-aliasing

Getting ready

How to do it...

How it works...

Setting mood with color grading

Getting ready

How to do it...

Creating a horror game look with fog

Getting ready

How to do it...

How it works...

Creating Your First Shader

Introduction

Creating a basic Standard Shader

Getting ready

How to do it...

How it works...

There's more...

Adding properties to a shader

Getting ready

How to do it...

How it works...

See also

Using properties in a Surface Shader

How to do it...

How it works...

There's more...

See also

Surface Shaders and Texture Mapping

Introduction

Diffuse shading

Getting ready

How to do it...

How it works...

Accessing and modifying packed arrays

How to do it...

There's more...

See also

Adding a texture to a shader

Getting ready

How to do it...

How it works...

There's more...

See also

Scrolling textures by modifying UV values

Getting ready

How to do it...

How it works...

Creating a shader with normal mapping

Getting ready

How to do it...

How it works...

There's more...

Creating a transparent material

Getting ready

How to do it...

How it works...

Creating a Holographic Shader

Getting ready

How to do it...

How it works...

There's more...

See also

Packing and blending textures

Getting ready

How to do it...

How it works...

Creating a circle around your terrain

Getting ready

How to do it...

Moving the circle

How it works...

Understanding Lighting Models

Introduction

Creating a custom diffuse lighting model

Getting ready

How to do it...

How it works...

Creating a toon shader

Getting ready

How to do it...

How it works...

There's more...

Creating a Phong Specular type

Getting ready

How to do it...

How it works...

Creating a BlinnPhong Specular type

Getting ready

How to do it...

How it works...

See also

Creating an Anisotropic Specular type

Getting ready

How to do it...

How it works...

Physically-Based Rendering

Introduction

Understanding the metallic setup

Getting ready

How to do it...

How it works...

See also

Adding transparency to PBR

Getting ready

How to do it...

Semi-transparent materials

Fading objects

Solid geometries with holes

See also

Creating mirrors and reflective surfaces

Getting ready

How to do it...

How it works...

See also

Baking lights in your scene

Getting ready

How to do it...

Configuring the static geometry

Configuring the light probes

Baking the lights

How it works...

See also

Vertex Functions

Introduction

Accessing a vertex color in a Surface Shader

Getting ready

How to do it…

How it works…

There's more…

Animating vertices in a Surface Shader

Getting ready

How to do it…

How it works…

Extruding your models

Getting ready

How to do it…

How it works…

There's more…

Adding extrusion maps

Implementing a snow shader

Getting ready

How to do it…

How it works…

Coloring the surface

Altering the geometry

See also

Implementing a volumetric explosion

Getting ready

How to do it…

How it works…

There's more…

See also

Fragment Shaders and Grab Passes

Introduction

Understanding Vertex and Fragment Shaders

Getting ready

How to do it…

How it works…

There's more…

Input semantics

Output semantics

See also

Using the grab pass to draw behind objects

Getting ready

How to do it…

How it works…

There's more…

Implementing a Glass Shader

Getting ready

How to do it…

How it works…

There's more…

Implementing a Water Shader for 2D games

Getting ready

How to do it…

How it works…

Mobile Shader Adjustment

Introduction

Techniques to make shaders more efficient

Getting ready

How to do it...

How it works...

Profiling your shaders

Getting ready

How to do it...

How it works...

There's more...

Modifying our shaders for mobile

Getting ready

How to do it...

How it works...

Screen Effects with Unity Render Textures

Introduction

Setting up the screen effects script system

Getting ready

How to do it...

How it works...

There's more...

Using brightness, saturation, and contrast with screen effects

Getting ready

How to do it...

How it works...

Using basic Photoshop-like Blend modes with screen effects

Getting ready

How to do it...

How it works...

There's more...

Using the Overlay Blend mode with screen effects

How to do it...

How it works...

Gameplay and Screen Effects

Introduction

Creating an old movie screen effect

Getting ready

How to do it...

How it works...

See also

Creating a night vision screen effect

Getting ready

How to do it...

How it works...

There's more...

Advanced Shading Techniques

Introduction

Using Unity's built-in CgInclude files

Getting ready

How to do it...

How it works...

There's more...

Making your shader world in a modular way with CgInclude

Getting ready

How to do it...

How it works...

Implementing a Fur Shader

Getting ready

How to do it...

How it works...

There's more...

Implementing Heatmaps with arrays

Getting ready

How to do it...

How it works...

Shader Graph

Introduction

Creating a Shader Graph project

How to do it...

How it works...

Implementing a simple a Shader Graph

Getting ready

How to do it...

How it works...

Exposing properties to the Inspector via Shader Graph

Getting ready

How to do it...

How it works...

Implementing a glowing highlight system

Getting ready

How to do it...

How it works...

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