Sorry about the hyperbole, but to make the most effective use of today's GPUs, you really do need this book.
It does NOT start by explaining how the shader pipeline works, you're going to have to read the first part of the CG Tutorial or some other book to understand that before reading this book.
This is a detailed cookbook containing a large variety of example shaders with enough explanation of HOW they work so that I feel like I can modify them myself to do other things. That's exactly what I want to see in a cookbook.
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Unity Shaders and Effects Cookbook: Discover How to Make Your Unity Projects Look Stunning with Shaders and Screen Effects Paperback – June 1, 2013
by
Kenny Lammers
(Author)
Unity Shaders and Effects Cookbook
- Print length253 pages
- LanguageEnglish
- PublisherPackt Pub Ltd
- Publication dateJune 1, 2013
- Dimensions7.25 x 0.5 x 9 inches
- ISBN-101849695083
- ISBN-13978-1849695084
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Product details
- Publisher : Packt Pub Ltd (June 1, 2013)
- Language : English
- Paperback : 253 pages
- ISBN-10 : 1849695083
- ISBN-13 : 978-1849695084
- Item Weight : 1.05 pounds
- Dimensions : 7.25 x 0.5 x 9 inches
- Best Sellers Rank: #5,082,218 in Books (See Top 100 in Books)
- #567 in User Generated Content (Books)
- #19,467 in Computer Software (Books)
- Customer Reviews:
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4 out of 5 stars
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Top reviews from the United States
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Reviewed in the United States on July 25, 2013
Reviewed in the United States on April 8, 2014
If you are completely new to shaders this isn't a bad book. It will give you a decent foundation to look into more advanced topics on your own. I would have been nice to get into depth textures and the differed depth-normals.
Reviewed in the United States on February 25, 2014
Good for Interesting but don't talk to much about Shader on Mobile. And performance in shader. If this book has them, I will love it to much
Reviewed in the United States on September 3, 2013
The book overall helped me understand surface shaders and I can read shaders more and potentially modify them to do some simple things but the book has a significant number of issues that a decent editor should have caught. Code errors, dead links to resources, steps completely missing from recipes, and no glossary to very specific rendering jargon. The only reason I can recommend this book is if there isn't any other Unity specific shader books out there (I haven't found one). The Unity shader labs provides a very similar high level review. Just be prepared to read between the lines and re-read and make inferences about what they actually meant. I guess it's time to read the Cg bible on Nvidia's site.
Reviewed in the United States on January 11, 2018
If you're looking for a book on Unity Shaders in 2018, pass on this one unless you find a really good deal. It does a decent job of explaining what shaders are and what they can do, but the book is 5 years old at this point and some of the sample code used in the book refers to deprecated methods or properties, which only adds to the confusion of trying to learn the material being presented. If you can find the book in a thrift shop or cheap online however, then it's a good reference book for algorithms and ideas. Also note that Unity 2018 has a new beta feature called "Shader Graph" which seems like it'll change the way that shaders are done within Unity in the future (or supplement the way shaders are done now to make them easier to implement).
Pros:
- The first chapter does a good job of introducing shaders and showing you what a shader can do
- They get into the hands-on stuff almost immediately
- It's a good reference book
Cons:
- New code is often presented with no context as to where it needs to go
- Some steps are completely left out of quite a few exercises
- For the price, color photos would've been really nice rather than needing to find the accompanying .PDF file
Pros:
- The first chapter does a good job of introducing shaders and showing you what a shader can do
- They get into the hands-on stuff almost immediately
- It's a good reference book
Cons:
- New code is often presented with no context as to where it needs to go
- Some steps are completely left out of quite a few exercises
- For the price, color photos would've been really nice rather than needing to find the accompanying .PDF file
Reviewed in the United States on August 7, 2013
Not many Unity3D development books cover shaders in detail. This book is definitely filling a gap by covering shaders in their entirety. That said, the book is set to a very slow pace, and a lot of people who are learning about shaders would most likely prefer the fast-paced approach of just looking at the code, which is an area this book does not excel at.
I have read the first 3 chapters, which cover diffuse shading, texture effects, and specular shading effects. These three chapters are a great introduction to shaders and texture/UV modification scripts. The later chapters seem to go into great detail about a lot of topics which everyone who uses Unity should know a lot about. Most people probably do not have a Unity Pro license, so the final two chapters will not be useful for those people. However, there are some small pieces of information in those final two chapters which will probably still prove useful for a lot of developers who wish to change how the Unity editor works or make Unity extensions. If you have a creative mind, the book covers a lot of interesting starting templates for bigger projects. It even covers animated textures, which are useful for things like sprite sheet animations and texture atlases.
If I had this book just a month sooner, I would have learned so much from this book. That said, it covers a lot of very interesting topics and gives the information to you in a way that is easy to understand. I can easily justify the $22 price tag for the digital version of this book, and I strongly recommend it to both Unity newbies and intermediate level users. It teaches vital information that is not explained as well elsewhere at this time. Whether you are just getting started with shaders or just need a reminder every now and then, this book could be your shader bible.
I have read the first 3 chapters, which cover diffuse shading, texture effects, and specular shading effects. These three chapters are a great introduction to shaders and texture/UV modification scripts. The later chapters seem to go into great detail about a lot of topics which everyone who uses Unity should know a lot about. Most people probably do not have a Unity Pro license, so the final two chapters will not be useful for those people. However, there are some small pieces of information in those final two chapters which will probably still prove useful for a lot of developers who wish to change how the Unity editor works or make Unity extensions. If you have a creative mind, the book covers a lot of interesting starting templates for bigger projects. It even covers animated textures, which are useful for things like sprite sheet animations and texture atlases.
If I had this book just a month sooner, I would have learned so much from this book. That said, it covers a lot of very interesting topics and gives the information to you in a way that is easy to understand. I can easily justify the $22 price tag for the digital version of this book, and I strongly recommend it to both Unity newbies and intermediate level users. It teaches vital information that is not explained as well elsewhere at this time. Whether you are just getting started with shaders or just need a reminder every now and then, this book could be your shader bible.
Top reviews from other countries
TheMay88
5.0 out of 5 stars
Ottimo e pratico
Reviewed in Italy on October 15, 2014
Un ottimo libro e scritto in un inglese semplice e comprensibile per tutti. Esempi pratici ed utili per i professionisti che voglioni introdursi nel complesso mondo degli shaders. Altamente Consigliato.
app
4.0 out of 5 stars
Unityでカスタムシェーダを作成するのに学ぶことが多い
Reviewed in Japan on April 10, 2014
UnityでCgでカスタムシェーダを書く方法を学ぶのに役立ちました。
もともと、Direct3DでHLSLを書いていたので、シェーダにテクスチャを使う場合やuniform変数を、
どうやってInspector上にプロパティで公開するかとか組み込みキーワードがなんなのか?など
といったUnity特有のルールを学ぶことができます。
すでに他の環境でシェーダ書いてる人がUnityにシェーダを持ち込むために読むのに良いと思います。
もともと、Direct3DでHLSLを書いていたので、シェーダにテクスチャを使う場合やuniform変数を、
どうやってInspector上にプロパティで公開するかとか組み込みキーワードがなんなのか?など
といったUnity特有のルールを学ぶことができます。
すでに他の環境でシェーダ書いてる人がUnityにシェーダを持ち込むために読むのに良いと思います。
Amazon Customer
4.0 out of 5 stars
Good stuff
Reviewed in the United Kingdom on July 17, 2013
I'm finally learning a bit about surface shaders with this book's help. Although, the author needs to go into a little bit more detail with the explanations, especially why the layout of the basic shader is the way it is. Also, a few more diagrams of the concepts wouldn't go amiss. It's a good book however, with interesting examples to use in your own projects as you learn.
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