Unity 5 x shaders and effects cookbook, second edition

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Unity 5 x shaders and effects cookbook, second edition

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Unity 5.x Shaders and Effects Cookbook Table of Contents Unity 5.x Shaders and Effects Cookbook Credits About the Authors www.PacktPub.com eBooks, discount offers, and more Why subscribe? Preface What this book covers What you need for this book Who this book is for Sections Getting ready How to do it… How it works… There’s more… See also Conventions Reader feedback Customer support Downloading the example code Downloading the color images of this book Errata Piracy Questions Creating Your First Shader Introduction Creating a basic Standard Shader Getting ready How to do it… How it works… See also Migrating Legacy Shaders from Unity 4 to Unity 5 Getting ready How to do it… Upgrading automatically Using Standard Shaders Migrating custom shaders How it works… See also 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… Using packed arrays How to do it… Packed matrices 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… 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 in Unity 5 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 grab pass 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 What is a cheap shader? 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 L Lambertian reflectance / How to do it…, How to do it…, How it works… about / Creating a custom diffuse lighting model Legacy Shaders migrating, from Unity 4 to Unity 5 / Migrating Legacy Shaders from Unity 4 to Unity 5 automatic upgrade option / Upgrading automatically Standard Shaders, using / Using Standard Shaders custom shaders, migrating / Migrating custom shaders light baking / Baking lights in your scene lighting functions URL / How it works… lighting model / Introduction lightmap / How it works… Lightmapping / How it works… light probes configuring / Configuring the light probes URL / See also light probing / How it works… lights baking, in scene / Baking lights in your scene, Configuring the static geometry static geometry, configuring / Configuring the static geometry light probes, configuring / Configuring the light probes baking / Baking the lights, How it works… light transport / Baking lights in your scene M masking / How to do it… material chart URL / See also materials / Creating a basic Standard Shader Maya / Getting ready metallic setup about / Understanding the metallic setup, Getting ready, How it works… mirrors creating / Creating mirrors and reflective surfaces, Getting ready model-view-projection matrix / How it works… models extruding / Extruding your models, How to do it…, There’s more… extrusion maps, adding / Adding extrusion maps MonoDevelop / How to do it… N NDO Painter URL / Normal mapping night vision screen effect creating / Creating a night vision screen effect, How to do it…, How it works…, There’s more… tinted green / Getting ready scan lines / Getting ready noise texture / Getting ready vignette effect / Getting ready noise textures / Getting ready non-playable characters (NPCs) / Configuring the light probes normal extrusion / Extruding your models, How it works… normal mapping about / Normal mapping, How to do it…, How it works…, There’s more… normals / Getting ready Nvidia / See also O old movie screen effect creating / Creating an old movie screen effect, Getting ready, How to do it…, How it works… sepia tone / Getting ready vignette effect / Getting ready dust and scratches / Getting ready OnRenderImage URL / How it works… Oren-Nayar lighting model URL / See also Overlay Blend mode with screen effects / Using the Overlay Blend mode with screen effects, How to do it…, How it works… P packed arrays using / Using packed arrays, How to do it… about / How to do it… URL / See also packed matrices about / Packed matrices, See also Passion Pictures / See also PBR Texture Conversion URL / See also Perlin noise / Getting ready Phong Specular type creating / Creating a Phong Specular type, How to do it…, How it works… Photoshop / Getting ready, Getting ready physically-based rendering / How to do it… physically-based rendering (PBR) URL / See also transparency, adding / Adding transparency to PBR, How to do it… pixel Shaders / How it works… post effects / Introduction Profiler using / Getting ready, How to do it… URL / There’s more… properties adding, to shader / Adding properties to a shader, How to do it…, How it works… URL / See also using, in Surface Shader / Using properties in a Surface Shader, How to do it…, How it works…, There’s more…, See also Pyro Technix URL / See also Q Quixel MEGASCANS URL / See also R ramp map / Getting ready real-time shading / Introduction reflection probe URL / Getting ready, See also / How it works… reflective surfaces creating / Creating mirrors and reflective surfaces, Getting ready renderer component / Configuring the light probes renderers / Creating a basic Standard Shader render queues / How it works… RGB channels / Getting ready S scene lights, baking / Baking lights in your scene, Configuring the static geometry screen effects brightness / Using brightness, saturation, and contrast with screen effects, How to do it…, How it works… saturation / Using brightness, saturation, and contrast with screen effects, How to do it…, How it works… contrast / Using brightness, saturation, and contrast with screen effects, How to do it…, How it works… blend modes, basic Photoshop like / Using basic Photoshop-like Blend modes with screen effects, How to do it…, How it works…, There’s more… overlay Blend mode with / Using the Overlay Blend mode with screen effects, How to do it…, How it works… screen effects script system setting up / Setting up the screen effects script system, How to do it…, How it works…, There’s more… scripts / Creating a basic Standard Shader shader URL / Migrating custom shaders properties, adding / Adding properties to a shader, How to do it…, How it works… textures, adding / Adding a texture to a shader, Getting ready, How it works…, There’s more…, See also making modular, CgInclude used / Making your shader world modular with CgInclude, How to do it…, How it works… fur shader, implenenting / Implementing a Fur Shader, Getting ready, How to do it…, How it works…, There’s more… Shader Calibration Scene URL / See also Shader replacement / How it works… shaders / Introduction profiling / Profiling your shaders, How to do it…, There’s more… modifying, for mobile / Modifying our shaders for mobile, How to do it…, How it works… skinned mesh renderers / How it works… skyboxes / How it works… smearing / How to do it… snow shader implementing / Implementing a snow shader, How to do it… surface, coloring / Coloring the surface geometry, altering / Altering the geometry Specular shader / Migrating Legacy Shaders from Unity 4 to Unity 5 standard / Introduction StandardDiffuse / How to do it… Standard Shaders using / Using Standard Shaders static geometry configuring / Configuring the static geometry substance designer URL / See also surface function / Introduction surface output / Introduction SurfaceOutputStandardSpecular struct properties / How it works… SurfaceOutputStandard struct properties / How it works… SurfaceOutput struct properties / How it works… Surface Shader about / How to do it… properties, using / Using properties in a Surface Shader, How to do it…, How it works…, There’s more…, See also working / Introduction vertex color, accessing / Accessing a vertex color in a Surface Shader, Getting ready, How to do it…, How it works… vertices, animating / Animating vertices in a Surface Shader, How to do it…, How it works… swizzling / How to do it… T terrain circle, creating around / Creating a circle around your terrain, Getting ready texture GUI element / Adding properties to a shader texture mapping / Adding a texture to a shader textures adding, to shader / Adding a texture to a shader, Getting ready, How it works…, There’s more…, See also scrolling, by modifying UV values / Scrolling textures by modifying UV values, How to do it…, How it works… packing / Packing and blending textures, Getting ready, How to do it…, How it works… blending / Packing and blending textures, Getting ready, How to do it…, How it works… toon shader creating / Creating a Toon Shader, Getting ready, How it works…, There’s more… toon shading / Creating a Toon Shader transparency adding, to PBR / Adding transparency to PBR, How to do it… semi-transparent materials / Semi-transparent materials objects, fading / Fading objects solid geometries, with holes / Solid geometries with holes transparent material creating / Creating a transparent material, Getting ready, How to do it…, How it works… Type / How it works… U Unity documentation, URL / Understanding the metallic setup URL / Using CgInclude files that are built into Unity Unity 4 to Unity 5, Legacy Shaders migrating from / Migrating Legacy Shaders from Unity 4 to Unity 5 Unity Asset Store URL / See also UNITY DOWNLOAD ARCHIVE URL / See also Unity Official Tutorials URL / Solid geometries with holes UV data about / Adding a texture to a shader UV values modifying, to scroll textures / Scrolling textures by modifying UV values, How to do it…, How it works… V Variable Name / How it works… Vertex and Fragment Shaders about / Understanding Vertex and Fragment Shaders, How to do it…, How it works… fragment function / How it works… fragment / How it works… pixel Shaders / How it works… binding semantic / How it works… model-view-projection matrix / How it works… Graphical processing unit (GPU) / How it works… binding semantics / There’s more…, Output semantics input semantics / Input semantics output semantics / Output semantics vertex color in Surface Shader, accessing / Accessing a vertex color in a Surface Shader, How to do it…, How it works… vertex modifier / How it works… vertices in Surface Shader, animating / Animating vertices in a Surface Shader, Getting ready, How to do it…, How it works… volume ray casting / See also volumetric explosion implementing / Implementing a volumetric explosion, Getting ready, How to do it…, How it works…, See also volumetric explosions about / Implementing a volumetric explosion W water Shader implementing, for 2D games / Implementing a Water Shader for 2D games, How to do it…, How it works… Y YIQ values URL / See also Z Zbrush 4R7 URL / Normal mapping ZBuffering / How it works… Z ordering / Creating a transparent material

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Mục lục

  • Unity 5.x Shaders and Effects Cookbook

  • Credits

  • About the Authors

  • www.PacktPub.com

  • eBooks, discount offers, and more

  • Why subscribe?

  • Preface

  • What this book covers

  • What you need for this book

  • Who this book is for

  • Sections

  • Getting ready

  • How to do it…

  • How it works…

  • There's more…

  • See also

  • Conventions

  • Reader feedback

  • Customer support

  • Downloading the example code

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