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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

Creating a custom diffuse lighting model

If you are familiar with Unity 4, you may know that the default shader it provided was based on a lighting model called Lambertian reflectance. This recipe will show you how it is possible to create a shader with a custom lighting model and explain the mathematics and implementation behind it. The following image shows the same geometry rendered with a Standard Shader (right) and diffuse Lambert one (left):

Creating a custom diffuse lighting model

Shaders based on the Lambertian reflectance are classified as non-photorealistic; no object in the real world really looks like this. However, Lambert Shaders are still often used in low poly games as they produce a neat contrast between the faces of complex geometries. The lighting model used to calculate the Lambertian reflectance is also very efficient, making it perfect for mobile games.

Unity has already provided us with a lighting function that we can use for our shaders. It is called the Lambertian lighting model. It is one of the more basic...

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