This is the code repository for Unity 2021 Shaders and Effects Cookbook - Fourth Edition, published by Packt.
Over 50 recipes to help you transform your game into a visually stunning masterpiece
Shaders enable you to create powerful visuals for their game projects. However, creating shaders for your games can be notoriously challenging with various factors like complex mathematics standing in the way of attaining the level of realism you crave for your shaders
This book covers the following exciting features:
- Understand physically based rendering to fit the aesthetic of your game
- Create spectacular effects for your games by testing the limits of what shaders can do
- Explore advanced shader techniques for your games with AAA quality
- Use Shader Graph to create 2D and 3D elements for your games without writing code
- Master the math and algorithms behind the commonly used lighting models
- Get to grips with the post-processing stack to tweak the appearance of your game
If you feel this book is for you, get your copy today!
All of the code is organized into folders. For example, Chapter02.
The code will look like the following:
Properties
{
_Color("Color", Color) = (1,1,1,1)
_AmbientColor("Ambient Color", Color) = (1,1,1,1)
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_MySliderValue("This is a Slider", Range(0,10)) = 2.5
}
Following is what you need for this book: Shaders enable you to create powerful visuals for their game projects. However, creating shaders for your games can be notoriously challenging with various factors like complex mathematics standing in the way of attaining the level of realism you crave for your shaders.
With the following software and hardware list you can run all code files present in the book (Chapter 1-14).
Chapter | Software required | OS required |
---|---|---|
1-14 | Unity 2021.1.9f1 | Windows, Mac OS X, and Linux (Any) |
We also provide a PDF file that has color images of the screenshots/diagrams used in this book. Click here to download it.
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 working 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 DigiPen Institute of Technology and Bradley University. To date, he has authored over 10 books pertaining to game development. John is currently an Instructor at George Mason University Korea. Prior to his present ventures, he was an award-winning videographer.