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Unity 5.x Shaders and Effects Cookbook Paperback – February 29, 2016

4.4 4.4 out of 5 stars 13 ratings

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Master the art of Shader programming to bring life to your Unity projects

About This Book

  • This book will help you master the technique of physically based shading in Unity 5 to add realism to your game quickly through precise recipes
  • From an eminent author, this book offers you the fine technicalities of professional post-processing effects for stunning results
  • This book will help you master Shader programming through easy-to-follow examples to create stunning visual effects that can be used in 3D games and high quality graphics.

Who This Book Is For

Unity Effects and Shader Cookbook is written for developers who want to create their first Shaders in Unity 5 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required.

What You Will Learn

  • Understand physically based rendering to fit the aesthetic of your game
  • Enter the world of post-processing effects to make your game look visually stunning
  • Add life to your materials, complementing Shader programming with interactive scripts
  • Design efficient Shaders for mobile platforms without sacrificing their realism
  • Use state-of-the-art techniques such as volumetric explosions and fur shading
  • Build your knowledge by understanding how Shader models have evolved and how you can create your own
  • Discover what goes into the structure of Shaders and why lighting works the way it does
  • Master the math and algorithms behind the most used lighting models

In Detail

Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. With Shaders, you can transform your game into a highly polished, refined product with Unity's post-processing effects.

Unity Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unity3Dguiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math.

We'll start with essential lighting and finishing up by creating stunning screen Effects just like those in high quality 3D and mobile games. You'll discover techniques including normal mapping, image-based lighting, and how to animate your models inside a Shader. We'll explore the secrets behind some of the most powerful techniques, such as physically based rendering! With Unity Shaders and Effects Cookbook, what seems like a dark art today will be second nature by tomorrow.

Style and approach

The recipes in this book contain step-by-step instructions, complemented by screenshots and code, and real-world examples.

Read more Read less

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Editorial Reviews

About the Author

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. Starting in 2015, he published a series of educational tutorials for other developers and machine learning enthusiasts.

Product details

  • Publisher ‏ : ‎ Packt Pub Ltd (February 29, 2016)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 220 pages
  • ISBN-10 ‏ : ‎ 1785285246
  • ISBN-13 ‏ : ‎ 978-1785285240
  • Item Weight ‏ : ‎ 15.2 ounces
  • Dimensions ‏ : ‎ 7.5 x 0.5 x 9 inches
  • Customer Reviews:
    4.4 4.4 out of 5 stars 13 ratings

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Customer reviews

4.4 out of 5 stars
4.4 out of 5
13 global ratings

Top reviews from the United States

Reviewed in the United States on May 31, 2016
Perfect reading for a beginner in shaders. Finally, someone explained it simply from scratch ! Alan is a great teacher. Don't hesitate to check on his website for other great tips about shaders, Unity, or other interesting stuff. (I was not paid to write this, I really mean it !)
3 people found this helpful
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Reviewed in the United States on January 16, 2017
I wish I had this book when I first started writing Unity shaders!
One person found this helpful
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Reviewed in the United States on April 12, 2016
Great book, this book for me is a great course for achieve quality on my games, in my mind this book will help you make great quality post-productions game projects, I've worked most of my career in code, but I love to draw, but on 3D I have few problems to post effects in 3D, but I suffer a lot to create 3D games with a decent quality, even if the idea was good or the functionality was well developed some visual effects are hard to achieve and most of the time I prefer to work in minimal designs, this book is good because it has basis, and force you to learn and achieve new levels of post-production, the usage of the techniques showed are really good, dealing with lights, textures and different situations to apply shaders, create in me a new way of thinking more like a game design finisher, this is how I feel in this book, having a great power to have the job done with quality, the authors have a great experience and I think that this have helped a lot because the topics that they choose are very important to Unity developers, this is powerful and have a lot of features but sometimes we don't have the experience in some platforms, sometimes one strategy doesn't work the way we think in another platform, and in some areas that we have more difficult this could be tragic, I loved this book, this have opened my mind and now I have more ideas to work in my projects and when a customer ask for a project with some feature I have more options to offer. Thank you for great book. This is real a new level on the post processing game effects.
One person found this helpful
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Reviewed in the United States on August 31, 2017
The are incomplete examples (most notably in the Scrolling UV Mapping portion where _Time is not even defined) and also does not assist in helping you understand how objects work for shaders. For a beginner going in, you are almost expected to know the difference between a fixed4 and float4, which is absurd. Better luck next time.
One person found this helpful
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Reviewed in the United States on January 28, 2017
Milquetoast, much too thin for the price and terrible illustrations. Very basic shaders for the most part, cursory discussion of Lengyel's shell and fin technique was the best part. No volume shaders. If you aren't married to Unity, "The RenderMan Shading Language Guide" and "Advanced Renderman" are far superior and the techniques are transferrable.
2 people found this helpful
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Reviewed in the United States on April 23, 2016
First I have to just say I love the cover for some reason, I suppose it fits the bill for shaders and so does the book. Absolutely loved the recipes in this book. However if you want to get something setup to test with this book also worked well for that given the approach the author used to get the test off the ground, you can see the pipelines, texture mapping, and rendering all in one! :)
Reviewed in the United States on March 7, 2017
I am surprised this book has any good reviews. It is thin on content especially for the price. It is also filled with typos (even in code examples) and awkward language. You could get more breadth and depth and examples using google searches.
2 people found this helpful
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Top reviews from other countries

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Nicolas
5.0 out of 5 stars Five Stars
Reviewed in Canada on December 5, 2017
all is ok!!!
Edmon Dantés
5.0 out of 5 stars Una excelente toma de contacto
Reviewed in Spain on October 16, 2016
Recomendado para personas con un conocimiento moderado de matemáticas con ganas de aprender las bases y metodologías de la programación de Shaders en Unity 5

He quedado muy satisfecho con los temas que se tratan y como se explican paso por paso.