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Autore: |
Alda Álvaro
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Titolo: |
Beginner's guide to Unity Shader Graph : create immersive game worlds using Unity's Shader tool / / Álvaro Alda
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Pubblicazione: | New York : , : Apress Media LLC, , [2023] |
©2023 | |
Edizione: | First edition. |
Descrizione fisica: | 1 online resource (453 pages) |
Disciplina: | 794.816696 |
Soggetto topico: | Computer graphics |
Video games - Programming | |
Note generali: | Includes index. |
Nota di contenuto: | Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Introduction to Shaders -- What Is a Shader? -- Computational Objects and Meshes -- Vertices -- Normals -- UV Coordinates or Texture Coordinates -- Vertex Color -- Triangles and Polygons -- Programming Shaders -- Vertex-Fragment Shader -- Shader Programming Languages -- Shader Graph -- Shaders' Mathematical Foundations -- Vectors -- Adding Vectors -- Scalar Product -- Coordinate Systems -- Object Space -- World Space -- View Space -- Summary -- Chapter 2: Shader Graph -- Create a Unity 3D Project -- Unity Editor -- Create Your First Shader -- Create a Material -- Rendering Pipelines -- URP Pipeline -- Upgrading a Project to URP -- Install URP Package -- Set Up a URP Asset -- Upgrade Previous Materials -- Shader Graph Editor -- Main Preview -- Blackboard -- Graph Inspector -- Graph Settings -- Node Settings -- Master Stack -- Vertex Block -- Position Node -- Normal Node -- Tangent Node -- Fragment Block -- Base Color -- Normal -- Metallic -- Smoothness -- Emission -- Post-Processing Effects -- Ambient Occlusion -- Alpha -- Specular Color -- Shader Graph Elements -- Nodes -- Create Nodes -- Ports and Connections -- Node Previews -- Group Nodes -- Properties -- Properties Settings -- Reference -- Exposed -- Default -- Modes -- Redirect Elbow -- Sticky Notes -- Summary -- Chapter 3: Commonly Used Nodes -- UV Node -- One Minus Node -- Add Node -- Clamp Node -- Multiply Node -- Sine Node -- Time Node -- Remap Node -- Lerp Node -- Fraction Node -- Step Node -- SmoothStep Node -- Power Node -- Position Node -- Dot Product Node -- Posterize Node -- Procedural Noise Nodes -- Simple Noise -- Gradient Noise -- Voronoi Noise Node -- Fresnel Node -- Summary -- Chapter 4: Dynamic Shaders -- Scanline 3D. |
Display Object Coordinates with Position Node -- Define Vertical Gradient Using the Split Node -- Use Multiply and Fraction Nodes for Repetition -- Dynamic Effect with Time and Add Nodes -- Adjust Contrast with Power Node -- Add Custom Color -- Dot Product Node to Set a Custom Orientation -- Expose Properties -- Arrow Pattern -- Create and Set Up a Line Renderer -- Create a Diagonal Line Pattern -- Create Vertical Symmetry with Absolute Node -- Hard-Edged Arrow Pattern with Fraction and Step Nodes -- Move the Arrow Along the Line Renderer -- Customize the Arrow Pattern Color -- Dissolve Effect -- Noisy Texture Using the Gradient Noise Node -- Gradual Dissolve Effect Using Add Node -- Dynamic Ping-Pong Dissolving Effect -- Dissolve Effect Along Custom Direction -- Create a Dissolving Edge with Color -- Hologram Shader -- Set a Vertical Gradient with Screen Position Node -- Repeat the Pattern Using Fraction Node -- Randomize the Pattern Using the Noise Node -- Create a Moving Pattern Using Add and Time Nodes -- Add Color to the Gradient Hologram Lines -- Emphasize the Effect with Fresnel Node -- Create Blink Effect Using Logic and Random Nodes -- Refactoring Shaders -- Summary -- Chapter 5: Vertex Shaders -- Procedural Fish Animation -- Import and Set Up the Fish Mesh -- Access the Pointing Direction Coordinate of the Fish -- Create a Wave Pattern Using Sine Node -- Make the Wave Movement Dynamic -- Deforming the Mesh along a Selected Axis -- Adjust the Wave Pattern Intensity -- Volumetric Snow -- Import 3D Models to Scene -- Define a Snow Direction Mask -- Extrude Geometry Along Normals -- Fixing Broken Extruded Mesh -- Adding Masked Color -- Adding Glowy Fresnel Effect -- Spawning Objects from a Black Hole -- Initial Setup -- Collapse the Vertices to the Center of the Mesh -- Set a Collapsing Destiny Singularity -- Collapse the Vertices by Distance. | |
Adding a Collapsing Glowing Color -- Summary -- Chapter 6: Distortion Shaders -- Ice Texture Refraction -- Initial Setup -- Modify the Scene Color to Create Distortion -- Use an Ice Texture to Modify the Scene Color -- Customize the Shader with the Ice Texture and Color -- Black Hole Distortion -- Creation of the Center of the Black Hole -- Using Particle Systems for a Billboard Effect -- Creating a Spiral Texture Using the Twirl Node -- Modifying the Scene Color Using the Spiral Texture -- Masking the Spiral Texture -- Adding Dynamic Rotation to the Spiral Texture -- Summary -- Chapter 7: Advanced Shaders -- Cartoon Water Shader -- Initial Setup -- Accessing the Depth Buffer to Create Foam with the Scene Depth Node -- Scene Depth Node -- Implementing the Depth Information in the Shader -- Controlling the Depth Gradient with Divide Node -- Create Water Caustics -- Using the Voronoi Noise Node -- Using SubGraph to Reuse Groups of Nodes -- Add Radial Deformation Using Radial Shear -- Adding Movement to the Voronoi Cells -- Adding Extra Caustic Layers -- Adding Color to the Water Caustics Texture -- Deforming the Vertices of the Water Surface -- Iridescent Bubble Shader -- Initial Setup -- Create and Set Up Reflections -- Reflection Probes and Reflection Cubemaps -- Creating an Iridescent Dynamic Pattern -- Adding Thin-Film Interference Gradient -- Adding Rim Transparency and Color -- Adding Random Vertex Displacement -- Summary -- Chapter 8: Interactive Snow Effect -- Scene Setup -- Give Movement to the Character -- Set Up Your IDE -- Create a Character Movement Script -- Snow Plane 3D Object -- Subdivided Plane Creation -- Import the Plane to Unity -- Interactive Snow Shader Graph -- Shader Graph Setup -- Apply Displacement Using Noise -- Apply Snow Color and Occlusion -- Interact with the Snow -- Using a Render Texture -- Painting the Character Path. | |
Recording Only the Character Path -- Adding a New Culling Mask to the Particles -- Update the Render Texture Camera Culling Mask -- Update the Main Camera Culling Mask -- Render Texture as a Displacement Mask -- Summary -- Index. | |
Sommario/riassunto: | Discover how shaders can enhance your game and mesmerize players by making graphic gameplay elements more realistic and attractive. This book provides easy-to-follow recipes that will show you how to leverage the Unity Shader Graph to create more immersive, enjoyable games. Author Álvaro Alda takes you through each effect step by step, so that you gain a foundational understanding of how they are created using the Shader Graph tool. Practical projects help you put what you're learning into context, from simple effects like 3D scan lines to more complicated effects such as black holes, bubble particles, water, and even interactive snow. Twelve different effects are demonstrated, to cover almost everything related to shader graph. On completing this book, you will have a thorough understanding of the Shader Graph tool and samples to replicate and continue learning from. Whether you are an indie game developer or technical artist, Beginner's Guide to Unity Shader Graph will give you the confidence to use the Shader Graph tool to create games that will keep players glued to their screens. You will: Understand the purpose and use of every node and function in Shader Graph Gain a working knowledge of the mathematics needed to use the fragment and vertex shaders Create complex effects with Shader Graph using post processing and taking full advantage of the URP of the Unity 3D engine Develop procedural textures using mathematical nodes in Shader Graph. |
Titolo autorizzato: | Beginner's Guide to Unity Shader Graph ![]() |
ISBN: | 1-4842-9672-9 |
Formato: | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910746070803321 |
Lo trovi qui: | Univ. Federico II |
Opac: | Controlla la disponibilità qui |