/Unity-2018-Shaders-and-Effects-Cookbook-Third-Edition

Unity 2018 Shaders and Effects Cookbook Third Edition, published by Packt

Primary LanguageC#MIT LicenseMIT

Unity 2018 Shaders and Effects Cookbook - Third Edition

Unity 2018 Shaders and Effects Cookbook - Third Edition

This is the code repository for Unity 2018 Shaders and Effects Cookbook - Third Edition, published by Packt.

Transform your game into a visually stunning masterpiece with over 70 recipes

What is this book about?

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.

This book covers the following exciting features:

  • 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

If you feel this book is for you, get your copy today!

https://www.packtpub.com/

Instructions and Navigations

All of the code is organized into folders. For example, Chapter02.

The code will look like the following:

Properties 
{
  _MainTex("Texture", 2D) = "white" 
}

Following is what you need for this book: 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. With the following software and hardware list you can run all code files present in the book (Chapter 1-12).

Software and Hardware List

Chapter Software required OS required Hardware required
1-12 Unity 2018.1.0f2 Windows 7 SP1+, 8, 10, 64-bit versions only; Mac OS X 10.9+ CPU: SSE2 instruction set support. GPU: Graphics card with DX10 (shader model 4.0) capabilities

We also provide a PDF file that has color images of the screenshots/diagrams used in this book. Click here to download it.

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Get to Know the Authors

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.

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. Starting in 2015, he published a series of educational tutorials for other developers and machine learning enthusiasts

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