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Hands-On Unity 2022 Game Development

You're reading from   Hands-On Unity 2022 Game Development Learn to use the latest Unity 2022 features to create your first video game in the simplest way possible

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Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803236919
Length 712 pages
Edition 3rd Edition
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Table of Contents (23) Chapters Close

Preface 1. Creating a Unity Project FREE CHAPTER 2. Editing Scenes and Game Objects 3. Grayboxing with Terrain and ProBuilder 4. Importing and Integrating Assets 5. Introduction to C# and Visual Scripting 6. Implementing Movement and Spawning 7. Physics Collisions and Health System 8. Win and Lose Conditions 9. Implementing Game AI for Building Enemies 10. Materials and Effects with URP and Shader Graph 11. Visual Effects with Particle Systems and Visual Effect Graph 12. Lighting Using the Universal Render Pipeline 13. Full-Screen Effects with Post-Processing 14. Sound and Music Integration 15. User Interface Design 16. Creating a UI with the UI Toolkit 17. Creating Animations with Animator, Cinemachine, and Timeline 18. Optimization with Profiler, Frame Debugger, and Memory Profiler 19. Generating and Debugging an Executable 20. Augmented Reality in Unity 21. Other Books You May Enjoy
22. Index

Creating Vertex Effects

So far, we have applied water textures to our water, but it’s still a flat plane. We can go further than that and make the ripples not only via textures but also by animating the mesh. To do so, we will apply the noise texture we used at the beginning of the chapter in the shader, but instead of using it as another color to add to the Base Color of the shader, we will instead use it to offset the Y position of the vertexes of our plane.

Due to the chaotic nature of the noise texture, the idea is that we will apply a vertical offset to different parts of the model, so we can emulate the ripples:

Figure 10.57: Default plane mesh subdivided into a grid of 10x10 with no offset

To accomplish something like this, you can modify the Vertex section of your shader to look like the following:

Figure 10.58: Ripples vertex effect

In the graph, you can see how we are creating a Vector whose y axis depends on the noise Texture we downloaded...

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