Unity 2018 Shaders and Effects Cookbook: Transform your game into a visually stunning masterpiece with over 70 recipes, 3rd Edition 版本
- By 作者: John P. Doran – Alan Zucconi
ISBN-10 书号: 1788396235
ISBN-13 书号:: 9781788396233
- Edition 版本: 3rd Revised edition
Release Finelybook 出版日期: 2018-06-29
pages 页数: (392 )
Book Description to Finelybook sorting
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.
1: POST PROCESSING STACK
2: CREATING YOUR FIRST SHADER
3: SURFACE SHADERS AND TEXTURE MAPPING
4: UNDERSTANDING LIGHTING MODELS
5: PHYSICALLY-BASED RENDERING
6: VERTEX FUNCTIONS
7: FRAGMENT SHADERS AND GRAB PASSES
8: MOBILE SHADER ADJUSTMENT
9: SCREEN EFFECTS WITH UNITY RENDER TEXTURES
10: GAMEPLAY AND SCREEN EFFECTS
11: ADVANCED SHADING TECHNIQUES
12: SHADER GRAPH
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
John P. Doran
John P. Doran is a passionate and seasoned technical game designer, software engineer, and author who is based in Redmond, Washington.
For over a decade, John has built games in roles ranging from game designer to lead UI programmer. Additionally, John has taught game development in Singapore, South Korea, and the United States. To date, he has authored over 10 books pertaining to game development.
You can follow him on Twitter @jodoran.
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. From 2015, he published a series of educational tutorials for other developers and Machine Learning enthusiasts