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Unity 2018 Shaders and Effects Cookbook
UnityShadersandEffectsCookbookisfordeveloperswhowanttocreatetheirfirstshadersinUnity2018orwishtotaketheirgametoawholenewlevelbyaddingprofessionalpost-processingeffects.AsolidunderstandingofUnityisrequiredtogetthemostfromthisbook.
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- How it works...
- How to do it...
- Getting ready
- Implementing a glowing highlight system
品牌:中圖公司
上架時間:2021-06-18 18:01:40
出版社:Packt Publishing
本書數字版權由中圖公司提供,并由其授權上海閱文信息技術有限公司制作發行
- Leave a review - let other readers know what you think 更新時間:2021-06-18 19:05:02
- Other Books You May Enjoy
- How it works...
- How to do it...
- Getting ready
- Implementing a glowing highlight system
- How it works...
- How to do it...
- Getting ready
- Exposing properties to the Inspector via Shader Graph
- How it works...
- How to do it...
- Getting ready
- Implementing a simple a Shader Graph
- How it works...
- How to do it...
- Creating a Shader Graph project
- Introduction
- Shader Graph
- How it works...
- How to do it...
- Getting ready
- Implementing Heatmaps with arrays
- There's more...
- How it works...
- How to do it...
- Getting ready
- Implementing a Fur Shader
- How it works...
- How to do it...
- Getting ready
- Making your shader world in a modular way with CgInclude
- There's more...
- How it works...
- How to do it...
- Getting ready
- Using Unity's built-in CgInclude files
- Introduction
- Advanced Shading Techniques
- There's more...
- How it works...
- How to do it...
- Getting ready
- Creating a night vision screen effect
- See also
- How it works...
- How to do it...
- Getting ready
- Creating an old movie screen effect
- Introduction
- Gameplay and Screen Effects
- How it works...
- How to do it...
- Using the Overlay Blend mode with screen effects
- There's more...
- How it works...
- How to do it...
- Getting ready
- Using basic Photoshop-like Blend modes with screen effects
- How it works...
- How to do it...
- Getting ready
- Using brightness saturation and contrast with screen effects
- There's more...
- How it works...
- How to do it...
- Getting ready
- Setting up the screen effects script system
- Introduction
- Screen Effects with Unity Render Textures
- How it works...
- How to do it...
- Getting ready
- Modifying our shaders for mobile
- There's more...
- How it works...
- How to do it...
- Getting ready
- Profiling your shaders
- How it works...
- How to do it...
- Getting ready
- Techniques to make shaders more efficient
- Introduction
- Mobile Shader Adjustment
- How it works…
- How to do it…
- Getting ready
- Implementing a Water Shader for 2D games
- There's more…
- How it works…
- How to do it…
- Getting ready
- Implementing a Glass Shader
- There's more…
- How it works…
- How to do it…
- Getting ready
- Using the grab pass to draw behind objects
- See also
- Output semantics
- Input semantics
- There's more…
- How it works…
- How to do it…
- Getting ready
- Understanding Vertex and Fragment Shaders
- Introduction
- Fragment Shaders and Grab Passes
- See also
- There's more…
- How it works…
- How to do it…
- Getting ready
- Implementing a volumetric explosion
- See also
- Altering the geometry
- Coloring the surface
- How it works…
- How to do it…
- Getting ready
- Implementing a snow shader
- Adding extrusion maps
- There's more…
- How it works…
- How to do it…
- Getting ready
- Extruding your models
- How it works…
- How to do it…
- Getting ready
- Animating vertices in a Surface Shader
- There's more…
- How it works…
- How to do it…
- Getting ready
- Accessing a vertex color in a Surface Shader
- Introduction
- Vertex Functions
- See also
- How it works...
- Baking the lights
- Configuring the light probes
- Configuring the static geometry
- How to do it...
- Getting ready
- Baking lights in your scene
- See also
- How it works...
- How to do it...
- Getting ready
- Creating mirrors and reflective surfaces
- See also
- Solid geometries with holes
- Fading objects
- Semi-transparent materials
- How to do it...
- Getting ready
- Adding transparency to PBR
- See also
- How it works...
- How to do it...
- Getting ready
- Understanding the metallic setup
- Introduction
- Physically-Based Rendering
- How it works...
- How to do it...
- Getting ready
- Creating an Anisotropic Specular type
- See also
- How it works...
- How to do it...
- Getting ready
- Creating a BlinnPhong Specular type
- How it works...
- How to do it...
- Getting ready
- Creating a Phong Specular type
- There's more...
- How it works...
- How to do it...
- Getting ready
- Creating a toon shader
- How it works...
- How to do it...
- Getting ready
- Creating a custom diffuse lighting model
- Introduction
- Understanding Lighting Models
- How it works...
- Moving the circle
- How to do it...
- Getting ready
- Creating a circle around your terrain
- How it works...
- How to do it...
- Getting ready
- Packing and blending textures
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Creating a Holographic Shader
- How it works...
- How to do it...
- Getting ready
- Creating a transparent material
- There's more...
- How it works...
- How to do it...
- Getting ready
- Creating a shader with normal mapping
- How it works...
- How to do it...
- Getting ready
- Scrolling textures by modifying UV values
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Adding a texture to a shader
- See also
- There's more...
- How to do it...
- Accessing and modifying packed arrays
- How it works...
- How to do it...
- Getting ready
- Diffuse shading
- Introduction
- Surface Shaders and Texture Mapping
- See also
- There's more...
- How it works...
- How to do it...
- Using properties in a Surface Shader
- See also
- How it works...
- How to do it...
- Getting ready
- Adding properties to a shader
- There's more...
- How it works...
- How to do it...
- Getting ready
- Creating a basic Standard Shader
- Introduction
- Creating Your First Shader
- How it works...
- How to do it...
- Getting ready
- Creating a horror game look with fog
- How to do it...
- Getting ready
- Setting mood with color grading
- How it works...
- How to do it...
- Getting ready
- Mimicking real life with bloom and anti-aliasing
- How it works...
- How to do it...
- Getting ready
- Getting a filmic look using grain vignetting and depth of field
- How to do it...
- Getting ready
- Installing the Post Processing Stack
- Introduction
- Post Processing Stack
- Reviews
- Get in touch
- See also
- There's more…
- How it works…
- How to do it…
- Getting ready
- Sections
- Conventions used
- Download the color images
- Download the example code files
- To get the most out of this book
- What this book covers
- Who this book is for
- Preface
- Packt is searching for authors like you
- About the reviewers
- About the authors
- Contributors
- PacktPub.com
- Why subscribe?
- PacktPub.com
- 版權信息
- 封面
- 封面
- 版權信息
- PacktPub.com
- Why subscribe?
- PacktPub.com
- Contributors
- About the authors
- About the reviewers
- Packt is searching for authors like you
- Preface
- Who this book is for
- What this book covers
- To get the most out of this book
- Download the example code files
- Download the color images
- Conventions used
- Sections
- Getting ready
- How to do it…
- How it works…
- There's more…
- See also
- Get in touch
- Reviews
- Post Processing Stack
- Introduction
- Installing the Post Processing Stack
- Getting ready
- How to do it...
- Getting a filmic look using grain vignetting and depth of field
- Getting ready
- How to do it...
- How it works...
- Mimicking real life with bloom and anti-aliasing
- Getting ready
- How to do it...
- How it works...
- Setting mood with color grading
- Getting ready
- How to do it...
- Creating a horror game look with fog
- Getting ready
- How to do it...
- How it works...
- Creating Your First Shader
- Introduction
- Creating a basic Standard Shader
- Getting ready
- How to do it...
- How it works...
- There's more...
- Adding properties to a shader
- Getting ready
- How to do it...
- How it works...
- See also
- Using properties in a Surface Shader
- How to do it...
- How it works...
- There's more...
- See also
- Surface Shaders and Texture Mapping
- Introduction
- Diffuse shading
- Getting ready
- How to do it...
- How it works...
- Accessing and modifying packed arrays
- How to do it...
- There's more...
- See also
- Adding a texture to a shader
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Scrolling textures by modifying UV values
- Getting ready
- How to do it...
- How it works...
- Creating a shader with normal mapping
- Getting ready
- How to do it...
- How it works...
- There's more...
- Creating a transparent material
- Getting ready
- How to do it...
- How it works...
- Creating a Holographic Shader
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Packing and blending textures
- Getting ready
- How to do it...
- How it works...
- Creating a circle around your terrain
- Getting ready
- How to do it...
- Moving the circle
- How it works...
- Understanding Lighting Models
- Introduction
- Creating a custom diffuse lighting model
- Getting ready
- How to do it...
- How it works...
- Creating a toon shader
- Getting ready
- How to do it...
- How it works...
- There's more...
- Creating a Phong Specular type
- Getting ready
- How to do it...
- How it works...
- Creating a BlinnPhong Specular type
- Getting ready
- How to do it...
- How it works...
- See also
- Creating an Anisotropic Specular type
- Getting ready
- How to do it...
- How it works...
- Physically-Based Rendering
- Introduction
- Understanding the metallic setup
- Getting ready
- How to do it...
- How it works...
- See also
- Adding transparency to PBR
- Getting ready
- How to do it...
- Semi-transparent materials
- Fading objects
- Solid geometries with holes
- See also
- Creating mirrors and reflective surfaces
- Getting ready
- How to do it...
- How it works...
- See also
- Baking lights in your scene
- Getting ready
- How to do it...
- Configuring the static geometry
- Configuring the light probes
- Baking the lights
- How it works...
- See also
- Vertex Functions
- Introduction
- Accessing a vertex color in a Surface Shader
- Getting ready
- How to do it…
- How it works…
- There's more…
- Animating vertices in a Surface Shader
- Getting ready
- How to do it…
- How it works…
- Extruding your models
- Getting ready
- How to do it…
- How it works…
- There's more…
- Adding extrusion maps
- Implementing a snow shader
- Getting ready
- How to do it…
- How it works…
- Coloring the surface
- Altering the geometry
- See also
- Implementing a volumetric explosion
- Getting ready
- How to do it…
- How it works…
- There's more…
- See also
- Fragment Shaders and Grab Passes
- Introduction
- Understanding Vertex and Fragment Shaders
- Getting ready
- How to do it…
- How it works…
- There's more…
- Input semantics
- Output semantics
- See also
- Using the grab pass to draw behind objects
- Getting ready
- How to do it…
- How it works…
- There's more…
- Implementing a Glass Shader
- Getting ready
- How to do it…
- How it works…
- There's more…
- Implementing a Water Shader for 2D games
- Getting ready
- How to do it…
- How it works…
- Mobile Shader Adjustment
- Introduction
- Techniques to make shaders more efficient
- Getting ready
- How to do it...
- How it works...
- Profiling your shaders
- Getting ready
- How to do it...
- How it works...
- There's more...
- Modifying our shaders for mobile
- Getting ready
- How to do it...
- How it works...
- Screen Effects with Unity Render Textures
- Introduction
- Setting up the screen effects script system
- Getting ready
- How to do it...
- How it works...
- There's more...
- Using brightness saturation and contrast with screen effects
- Getting ready
- How to do it...
- How it works...
- Using basic Photoshop-like Blend modes with screen effects
- Getting ready
- How to do it...
- How it works...
- There's more...
- Using the Overlay Blend mode with screen effects
- How to do it...
- How it works...
- Gameplay and Screen Effects
- Introduction
- Creating an old movie screen effect
- Getting ready
- How to do it...
- How it works...
- See also
- Creating a night vision screen effect
- Getting ready
- How to do it...
- How it works...
- There's more...
- Advanced Shading Techniques
- Introduction
- Using Unity's built-in CgInclude files
- Getting ready
- How to do it...
- How it works...
- There's more...
- Making your shader world in a modular way with CgInclude
- Getting ready
- How to do it...
- How it works...
- Implementing a Fur Shader
- Getting ready
- How to do it...
- How it works...
- There's more...
- Implementing Heatmaps with arrays
- Getting ready
- How to do it...
- How it works...
- Shader Graph
- Introduction
- Creating a Shader Graph project
- How to do it...
- How it works...
- Implementing a simple a Shader Graph
- Getting ready
- How to do it...
- How it works...
- Exposing properties to the Inspector via Shader Graph
- Getting ready
- How to do it...
- How it works...
- Implementing a glowing highlight system
- Getting ready
- How to do it...
- How it works...
- Other Books You May Enjoy
- Leave a review - let other readers know what you think 更新時間:2021-06-18 19:05:02