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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
Author Profile Icon Alan Zucconi
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

Making your shader world modular with CgInclude


Knowing about the built-in CgInclude files is great, but what if we wanted to build our own CgInclude files to store our own lighting models and helper functions? We can, in fact, create our own CgInclude files, but we need to learn a little more code syntax before we can start using them efficiently in our shader writing pipelines. Let's take a look at the process of creating a new CgInclude file from scratch.

Getting ready

Let's walk through the process of generating a new item for this recipe.

  1. Begin by creating a new text file and call it something like MyCgInclude.txt.

  2. Then change its file extension to .cginc. Windows will give you a warning message saying that the file may become unusable, but it will still work.

  3. Import this new .cginc file to your Unity project and let it compile. If all goes well, you will see that Unity knew to compile it to a CgInclude file.

We are now ready to begin creating our own custom CgInclude code. Simply double...

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