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Unity 2021 Shaders and Effects Cookbook - John P. Doran

Unity 2021 Shaders and Effects Cookbook

Over 50 recipes to help you transform your game into a visually stunning masterpiece, 4th Edition

(Autor)

Buch | Softcover
484 Seiten
2021 | 4th Revised edition
Packt Publishing Limited (Verlag)
978-1-83921-862-0 (ISBN)
CHF 69,80 inkl. MwSt
Implementing shaders in your games can be notoriously challenging due to the complex math that stands in the way of attaining realism in games. This fourth edition, updated to Unity 2021, covers everything you need to know about vectors, constructing lighting with them, and using textures to create sophisticated effects without the complex math.
Overcome the challenges and complexities involved in creating your own shaders with high-level realism using practical solutions, best practices, and the latest features of Unity 2021

Key Features

Discover practical recipes for mastering post-processing effects and advanced shading techniques
Learn the secrets of creating AAA quality shaders without writing long algorithms
Create visually stunning effects for your games using Unity's VFX Graph

Book DescriptionShaders 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!

What you will learn

Use 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

Who this book is forThis book is for game developers who want to start creating their first shaders in Unity 2021 and take their game to a whole new level by adding professional post-processing effects. The book assumes intermediate-level knowledge of Unity.

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

Post Processing Stack
Creating Your First Shader
Working with Surface Shaders
Working with Texture Mapping
Understanding Lighting Models
Physically Based Rendering
Vertex Functions
Fragment Shaders and Grab Passes
Mobile Shader Adjustment
Screen Effects with Unity Render Textures
Gameplay and Screen Effects
Advanced Shading Techniques
Shader Graph – 2D
Shader Graph – 3D

Erscheinungsdatum
Verlagsort Birmingham
Sprache englisch
Maße 75 x 93 mm
Themenwelt Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Mobile- / App-Entwicklung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-83921-862-2 / 1839218622
ISBN-13 978-1-83921-862-0 / 9781839218620
Zustand Neuware
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