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Unity 5.x Shaders and Effects Cookbook

You're reading from   Unity 5.x Shaders and Effects Cookbook Master the art of Shader programming to bring life to your Unity projects

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Product type Paperback
Published in Feb 2016
Publisher
ISBN-13 9781785285240
Length 240 pages
Edition 1st Edition
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Author (1):
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Alan Zucconi Alan Zucconi
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Alan Zucconi
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Table of Contents (12) Chapters Close

Preface 1. Creating Your First Shader 2. Surface Shaders and Texture Mapping FREE CHAPTER 3. Understanding Lighting Models 4. Physically Based Rendering in Unity 5 5. Vertex Functions 6. Fragment Shaders and Grab Passes 7. Mobile Shader Adjustment 8. Screen Effects with Unity Render Textures 9. Gameplay and Screen Effects 10. Advanced Shading Techniques Index

Normal mapping

Every triangle of a 3D model has a facing direction, which is the direction that it is pointing toward. It is often represented with an arrow placed in the center of the triangle and orthogonal to the surface. The facing direction plays an important role in the way light reflects on a surface. If two adjacent triangles face different directions, they will reflect lights at different angles, hence they'll be shaded differently. For curved objects, this is a problem: it is obvious that the geometry is made out of flat triangles.

To avoid this problem, the way the light reflects on a triangle doesn't take into account its facing direction, but its normal direction instead. As stated in Adding a texture to a shader recipe, vertices can store data; the normal direction is the most used information after the UV data. This is a vector of unit length that indicates the direction faced by the vertex. Regardless of the facing direction, every point within a triangle has its...

You have been reading a chapter from
Unity 5.x Shaders and Effects Cookbook
Published in: Feb 2016
Publisher:
ISBN-13: 9781785285240
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