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Unity 5.x Shaders and Effects Cookbook

You're reading from   Unity 5.x Shaders and Effects Cookbook Master the art of Shader programming to bring life to your Unity projects

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Product type Paperback
Published in Feb 2016
Publisher
ISBN-13 9781785285240
Length 240 pages
Edition 1st Edition
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Author (1):
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 Zucconi Zucconi
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Zucconi
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Table of Contents (16) Chapters Close

Unity 5.x Shaders and Effects Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
1. Creating Your First Shader 2. Surface Shaders and Texture Mapping FREE CHAPTER 3. Understanding Lighting Models 4. Physically Based Rendering in Unity 5 5. Vertex Functions 6. Fragment Shaders and Grab Passes 7. Mobile Shader Adjustment 8. Screen Effects with Unity Render Textures 9. Gameplay and Screen Effects 10. Advanced Shading Techniques Index

Implementing a volumetric explosion


The art of game development is a clever trade-off between realism and efficiency. This is particularly true for explosions; they are at the heart of many games, yet the physics behind them is often beyond the computational power of modern machines. Explosions are, essentially, nothing more than very hot balls of gas; hence, the only way to correctly simulate them is by integrating a fluid simulation into your game. As you can imagine, this is infeasible for runtime application, and many games simulate them simply with particles. When an object explodes, it is common to simply instantiate many fire, smoke, and debris particles that, together, can achieve believable results. This approach, unfortunately, is not very realistic and is easy to spot. There is an intermediate technique that can be used to achieve a much more realistic effect: volumetric explosions. The idea behind this concept is that explosions are not treated any more like a bunch of particles...

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