Log In
Or create an account -> 
Imperial Library
  • Home
  • About
  • News
  • Upload
  • Forum
  • Help
  • Login/SignUp

Index
Unity 5.x Shaders and Effects Cookbook Credits About the Authors www.PacktPub.com eBooks, discount offers, and more Why subscribe? Preface What this book covers What you need for this book Who this book is for Sections Getting ready How to do it… How it works… There's more… See also Conventions Reader feedback Customer support Downloading the example code Downloading the color images of this book Errata Piracy Questions 1. Creating Your First Shader Introduction Creating a basic Standard Shader Getting ready How to do it… How it works… See also Migrating Legacy Shaders from Unity 4 to Unity 5 Getting ready How to do it... Upgrading automatically Using Standard Shaders Migrating custom shaders How it works... See also Adding properties to a shader Getting ready How to do it… How it works… See also Using properties in a Surface Shader How to do it… How it works… There's more… See also 2. Surface Shaders and Texture Mapping Introduction Diffuse shading Getting ready How to do it... How it works... Using packed arrays How to do it... Packed matrices See also Adding a texture to a shader Getting ready How to do it... How it works… There's more... See also Scrolling textures by modifying UV values Getting ready How to do it… How it works… Normal mapping Getting ready How to do it… How it works… There's more… Creating a transparent material Getting ready How to do it… How it works… Creating a Holographic Shader Getting ready How to do it… How it works… There's more… See also Packing and blending textures Getting ready How to do it… How it works… Creating a circle around your terrain Getting ready How to do it… Moving the circle How it works… 3. Understanding Lighting Models Introduction Creating a custom diffuse lighting model Getting ready How to do it… How it works… Creating a Toon Shader Getting ready How to do it… How it works… There's more… Creating a Phong Specular type Getting ready How to do it… How it works… Creating a BlinnPhong Specular type Getting ready How to do it… How it works… See also Creating an Anisotropic Specular type Getting ready How to do it… How it works… 4. Physically Based Rendering in Unity 5 Introduction Understanding the metallic setup Getting ready How to do it… How it works… See also Adding transparency to PBR Getting ready How to do it… Semi-transparent materials Fading objects Solid geometries with holes See also Creating mirrors and reflective surfaces Getting ready How to do it… How it works… See also Baking lights in your scene Getting ready How to do it… Configuring the static geometry Configuring the light probes Baking the lights How it works… See also 5. Vertex Functions Introduction Accessing a vertex color in a Surface Shader Getting ready How to do it… How it works… There's more… Animating vertices in a Surface Shader Getting ready How to do it… How it works… Extruding your models Getting ready How to do it… How it works… There's more… Adding extrusion maps Implementing a snow shader Getting ready How to do it… How it works… Coloring the surface Altering the geometry See also Implementing a volumetric explosion Getting ready How to do it… How it works… There's more… See also 6. Fragment Shaders and Grab Passes Introduction Understanding Vertex and Fragment Shaders Getting ready How to do it… How it works… There's more… Input semantics Output semantics See also Using grab pass Getting ready How to do it… How it works… There's more… Implementing a Glass Shader Getting ready How to do it… How it works… There's more… Implementing a Water Shader for 2D games Getting ready How to do it… How it works… 7. Mobile Shader Adjustment Introduction What is a cheap shader? Getting ready How to do it… How it works… Profiling your shaders Getting ready How to do it… How it works… There's more… Modifying our shaders for mobile Getting ready How to do it… How it works… 8. Screen Effects with Unity Render Textures Introduction Setting up the screen effects script system Getting ready How to do it… How it works… There's more… Using brightness, saturation, and contrast with screen effects Getting ready How to do it… How it works… Using basic Photoshop-like Blend modes with screen effects Getting ready How to do it… How it works… There's more… Using the Overlay Blend mode with screen effects Getting ready How to do it… How it works… 9. Gameplay and Screen Effects Introduction Creating an old movie screen effect Getting ready How to do it… How it works… See also Creating a night vision screen effect Getting ready How to do it… How it works… There's more... 10. Advanced Shading Techniques Introduction Using CgInclude files that are built into Unity Getting ready How to do it… How it works… Making your shader world modular with CgInclude Getting ready How to do it… How it works… Implementing a Fur Shader Getting ready How to do it… How it works… There's more… Implementing heatmaps with arrays Getting ready How to do it… How it works… Index
  • ← Prev
  • Back
  • Next →
  • ← Prev
  • Back
  • Next →

Chief Librarian: Las Zenow <zenow@riseup.net>
Fork the source code from gitlab
.

This is a mirror of the Tor onion service:
http://kx5thpx2olielkihfyo4jgjqfb7zx7wxr3sd4xzt26ochei4m6f7tayd.onion