Unity 2018 Shaders and Effects Cookbook : Transform Your Game into a Visually Stunning Masterpiece with over 70 Recipes, 3rd Edition.
Shaders have always been seen as notoriously difficult to understand and implement in games. Complex math have always stood in the way of attaining realism in games. This book shows you everything you need to know about vectors, constructing lighting with them, and using textures to create complex e...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing Ltd,
2018.
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Edición: | 3rd ed. |
Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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; 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 ...
- Chapter 2: Creating Your First ShaderIntroduction; 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; Chapter 3: 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 circleHow it works ... ; Chapter 4: 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 ... ; Chapter 5: Physically-Based Rendering; Introduction.
- Understanding the metallic setupGetting 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; Chapter 6: Vertex Functions; Introduction; Accessing a vertex color in a Surface Shader.