Unity 2021 Shaders and Effects Cookbook: Over 50 recipes to help you transform your game into a visually stunning masterpiece

Unity 2021 Shaders and Effects Cookbook: Over 50 recipes to help you transform your game into a visually stunning masterpiece

by John P. Doran
Unity 2021 Shaders and Effects Cookbook: Over 50 recipes to help you transform your game into a visually stunning masterpiece

Unity 2021 Shaders and Effects Cookbook: Over 50 recipes to help you transform your game into a visually stunning masterpiece

by John P. Doran

eBook

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Overview

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.
The Unity 2021 Shaders and Effects Cookbook helps you overcome that with a recipe-based approach to creating shaders using Unity. This fourth edition is updated and enhanced using Unity 2021 features and tools covering Unity's new way of creating particle effects with the VFX Graph. You'll learn how to use VFX Graph for advanced shader development. The book also features updated recipes for using Shader Graph to create 2D and 3D elements. You'll cover everything you need to know about vectors, how they can be used to construct lighting, and how to use textures to create complex effects without the heavy math. You'll also understand how to use the visual-based Shader Graph for creating shaders without any code.
By the end of this Unity book, you'll have developed a set of shaders that you can use in your Unity 3D games and be able to accomplish new effects and address the performance needs of your Unity game development projects. So, let's get started!


Product Details

ISBN-13: 9781839217692
Publisher: Packt Publishing
Publication date: 10/15/2021
Sold by: Barnes & Noble
Format: eBook
Pages: 484
File size: 38 MB
Note: This product may take a few minutes to download.

About the Author

John P. Doran is a passionate and seasoned technical game designer, software engineer, and author who is currently based in Songdo, South Korea. His passion for game development began at an early age.
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 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 at schools including the DigiPen Institute of Technology and Bradley University. To date, he has authored over 10 books on game development.
John is currently an instructor at George Mason University Korea. Prior to his present ventures, he was an award-winning videographer.

Table of Contents

Table of Contents
  1. Post Processing Stack
  2. Creating Your First Shader
  3. Working with Surface Shaders
  4. Working with Texture Mapping
  5. Understanding Lighting Models
  6. Physically Based Rendering
  7. Vertex Functions
  8. Fragment Shaders and Grab Passes
  9. Mobile Shader Adjustment
  10. Screen Effects with Unity Render Textures
  11. Gameplay and Screen Effects
  12. Advanced Shading Techniques
  13. Shader Graph – 2D
  14. Shader Graph – 3D
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