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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

Introduction

All the lighting models encountered in Chapter 3, Understanding Lighting Models, were very primitive descriptions of how light behaves. The most important aspect during their making was efficiency. Real-time shading is expensive, and techniques such as Lambertian or BlinnPhong are a compromise between computational cost and realism. Having a more powerful graphics processing unit (GPU) has allowed us to write progressively more sophisticated lighting models and rendering engines, with the aim of simulating how light actually behaves. This is, in a nutshell, the philosophy behind PBR. As the name suggests, it tries to get as close as possible to the physics behind the processes that give a unique look to each material. Despite this, the term PBR has been widely used in marketing campaigns and is more of a synonym for state-of-the-art rendering rather than a well-defined technique. Unity 5 implements PBR by introducing two important changes. The first is a completely new lighting...

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