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Unity 2018 Shaders and Effects Cookbook: Transform your game into a visually stunning masterpiece with over 70 recipes, 3rd Edition 3rd Revised edition
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Bring realism to your games by mastering post-processing effects and advanced shading techniques in Unity 2018
Key Features
- Learn the secrets of creating AAA quality shaders without writing long algorithms
- Master shader programming through easy-to-follow examples
- Create stunning visual effects that can be used in 3D games
Book Description
Since their introduction to Unity, shaders have been seen as notoriously difficult to understand and implement in games. Complex mathematics has always stood in the way of creating your own shaders and attaining the level of realism you crave.
Unity 2018 Shaders and Effects Cookbook changes that by giving you a recipe-based guide to creating shaders using Unity. It will show you everything you need to know about vectors, how lighting is constructed with them, and how textures are used to create complex effects without the heavy math.
This book starts by teaching you how to use shaders without writing code with the post-processing stack. Then, you’ll learn how to write shaders from scratch, build up essential lighting, and finish by creating stunning screen effects just like those in high-quality 3D and mobile games. You'll discover techniques, such as normal mapping, image-based lighting, and animating your models inside a shader. We'll explore how to use physically based rendering to treat light the way it behaves in the real world. At the end, we’ll even look at Unity 2018’s new Shader Graph system.
With this book, what seems like a dark art today will be second nature by tomorrow.
What you will learn
- Understand physically based rendering to fit the aesthetic of your game
- Write shaders from scratch in ShaderLab and HLSL/Cg
- Combine shader programming with interactive scripts to add life to your materials
- Design efficient shaders for mobile platforms without sacrificing their realism
- Use state-of-the-art techniques, such as volumetric explosions and fur shading
- Master the math and algorithms behind the most used lighting models
- Understand how shader models have evolved and how you can create your own
Who this book is for
Unity Shaders and Effects Cookbook is for developers who want to create their first shaders in Unity 2018 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required to get the most from this book.
Table of Contents
- Post Processing Stack
- Creating your First Shader
- Surface Shaders and Texture Mapping
- Understanding Lighting Models
- Physically Based Rendering
- Vertex Functions
- Fragment Shaders and Grab Passes
- Mobile Shader Adjustments
- Screen Effects with Unity Render Textures
- Gameplay and Screen Effect
- Advanced Shading Techniques
- Shader Graph
- ISBN-101788396235
- ISBN-13978-1788396233
- Edition3rd Revised edition
- PublisherPackt Publishing
- Publication dateJune 29, 2018
- LanguageEnglish
- Dimensions7.5 x 0.89 x 9.25 inches
- Print length392 pages
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About the Author
John P. Doran is a passionate and seasoned technical game designer, software engineer, and author who is based in Redmond, Washington.
For over a decade, John has built games in roles ranging from game designer to lead UI programmer. Additionally, John has taught game development in Singapore, South Korea, and the United States. To date, he has authored over 10 books pertaining to game development.
You can follow him on Twitter @jodoran.
Alan Zucconi is a passionate developer, author, and lecturer, recognized as one of Develop's 30 under 30. His expertise has been built over the past 10 years, working in the intersection between Creativity and Education. From 2015, he published a series of educational tutorials for other developers and Machine Learning enthusiasts
Product details
- Publisher : Packt Publishing; 3rd Revised edition (June 29, 2018)
- Language : English
- Paperback : 392 pages
- ISBN-10 : 1788396235
- ISBN-13 : 978-1788396233
- Item Weight : 1.48 pounds
- Dimensions : 7.5 x 0.89 x 9.25 inches
- Best Sellers Rank: #3,395,689 in Books (See Top 100 in Books)
- #787 in C# Programming (Books)
- #1,100 in Computer Graphics
- #2,015 in Graphics & Multimedia Programming
- Customer Reviews:
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About the author

John P. Doran is a passionate and seasoned Technical Game Designer, Software Engineer, and Author who is based in Incheon, South Korea. His passion for game development began at an early age. He later graduated from DigiPen Institute of Technology with a Bachelor of Science in Game Design.
For over a decade, John has gained extensive hands-on expertise in game development working in various roles ranging from game designer to lead UI programmer working in teams consisting of just himself to over 70 people in student, mod, and professional game projects including working at LucasArts on Star Wars: 1313. Additionally, John has worked in game development education teaching in Singapore, South Korea, and the United States. To date, he has authored over 15 books pertaining to game development.
John is currently an Instructor at George Mason University Korea. Prior to his present ventures, he was an award-winning videographer.
You can find him at:
http://johnpdoran.com
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I've been trying to follow YouTube tutorials on writing shaders, reading blogs and articles, but always felt like I only understand a tiny piece of the puzzle. I was missing a holistic view and I couldn't find a good resource which would cover everything.
This book is exactly what I've been looking for. It moves fast - reader is treated as a professional who doesn't need hundreds of examples for one topic - but it's also thorough. When you use a variable type, it tells you what other types there are and where to read about them more. It covers every topic I wanted to learn about plus some more. After reading the first few chapters I was already writing my own shaders, even coming up myself with ideas that were actually covered later in the book.
The only thing that some readers may not like at first is the format of chapters. They follow this scenario: setting up a project, writing all of the code, running it, and then the explanation of what's going on. I'm personally more used to story-type tutorials where concepts are eased into. But very quickly I realised the potential of the approach this book takes. Every chapter is an entity of its own, allowing you to quickly come back to a specific topic when you need it, and gives you everything you need to see the concept in action.
If you're a non-beginner software developer who wants to holistically understand shaders and write your own, this book is definitely worth reading.
それと当然ながら英語のみなので、注意してください。
残な点として、updateが最新に対応しきれていない点があり、ちょっと戸惑う点がある事です。
まだunityで開発中の機能を説明しているので、タイムリーな更新が期待されます。
In addition, images are of poor quality, see below.
Reviewed in the United Kingdom on September 3, 2019
In addition, images are of poor quality, see below.





