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

Index
Unity Shaders and Effects Cookbook
Table of Contents Unity Shaders and Effects Cookbook Credits About the Author About the Reviewers www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe? Free Access for Packt account holders
Preface
What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support
Downloading the example code Downloading the color images of this book Errata Piracy Questions
1. Diffuse Shading
Introduction Creating a basic Surface Shader
Getting ready How to do it… How it works… See also
Adding properties to a Surface Shader
How to do it… How it works… See also
Using properties in a Surface Shader
How to do it… How it works…
Creating a custom diffuse lighting model
How to do it… How it works… There's more… See also
Creating a Half Lambert lighting model
How to do it… How it works…
Creating a ramp texture to control diffuse shading
Getting ready How to do it… How it works…
Creating a faked BRDF using a 2D ramp texture
Getting ready How to do it… How it works… See also
2. Using Textures for Effects
Introduction Scrolling textures by modifying UV values
Getting ready How to do it… How it works…
Animating sprite sheets
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… See also
Normal mapping
Getting ready How to do it… How it works… There's more…
Creating procedural textures in the Unity editor
Getting ready How to do it… How it works… There's more…
Photoshop levels effect
Getting ready How to do it… How it works… There's more… See also
3. Making Your Game Shine with Specular
Introduction Utilizing Unity3D's built-in Specular type
Getting ready How to do it… How it works…
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…
Masking Specular with textures
Getting ready How to do it… How it works…
Metallic versus soft Specular
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. Reflecting Your World
Creating Cubemaps in Unity3D
Getting ready How to do it… How it works… See also
Simple Cubemap reflection in Unity3D
Getting ready How to do it… How it works…
Masking reflections in Unity3D
Getting ready How to do it… How it works…
Normal maps and reflections in Unity3D
Getting ready How to do it… How it works… There's more…
Fresnel reflections in Unity3D
Getting ready How to do it… How it works…
Creating a simple dynamic Cubemap system
Getting ready How to do it… How it works… There's more…
5. Lighting Models
Introduction The Lit Sphere lighting model
Getting ready How to do it… How it works… See also
The diffuse convolution lighting model
Getting ready How to do it… How it works… There's more… See also
Creating a vehicle paint lighting model
Getting ready How to do it… How it works… There's more…
Skin shader
Getting ready How to do it… How it works… There's more…
Cloth shading
Getting ready How to do it… How it works…
6. Transparency
Introduction Creating transparency with alpha
Getting ready How to do it… How it works…
Transparent cutoff shader
Getting ready How to do it… How it works…
Depth sorting with render queues
Getting ready How to do it… How it works…
GUI and transparency
Getting ready How to do it… How it works…
7. Vertex Magic
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…
Using vertex color for terrains
Getting ready How to do it… How it works…
8. 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 your Shaders for mobile
Getting ready How to do it… How it works…
9. Making Your Shader World Modular with CgIncludes
Introduction CgInclude files that are built into Unity
Getting ready How to do it… How it works…
Creating a CgInclude file to store lighting models
Getting ready How to do it… How it works…
Building Shaders with #define directives
How to do it… How it works…
10. 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…
Brightness, saturation, and contrast with screen effects
Getting ready How to do it… How it works…
Basic Photoshop-like blend modes with screen effects
Getting ready How to do it… How it works… There's more…
The Overlay blend mode with screen effects
Getting ready How to do it… How it works…
11. Gameplay and Screen Effects
Introduction Creating an old movie screen effect
Getting ready How to do it… How it works…
Creating a night vision screen effect
Getting ready How to do it… How it works… See also
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