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Unity 5.x Shaders and Effects Cookbook
Unity 5.x Shaders and Effects Cookbook

Unity 5.x Shaders and Effects Cookbook: Master the art of Shader programming to bring life to your Unity projects

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Unity 5.x Shaders and Effects Cookbook

Chapter 2. Surface Shaders and Texture Mapping

In this chapter, we will explore Surface Shaders. We will start from a very simple matte material and end with holographic projections and advanced terrains blending. We can also use textures to animate, blend, and drive any other property that we want. In this chapter, you will learn about the following methods:

  • Diffuse shading

  • Using packed arrays

  • Adding a texture to a shader

  • Scrolling textures by modifying UV values

  • Normal mapping

  • Creating a transparent material

  • Creating a Holographic Shader

  • Packing and blending textures

  • Creating a circle around your terrain

Introduction


Surface Shaders have been introduced in Chapter 1, Creating Your First Shader, as the main type of shader used in Unity. This chapter will show in detail what these actually are and how they work. Generally speaking, there are two essential steps in every Surface Shader. First, you have to specify certain physical properties of the material that you want to describe, such as its diffuse color, smoothness, and transparency. These properties are initialized in a function called surface function and stored in a structure called surface output. Secondly, the surface output is passed to a lighting model. This is a special function that will also take information about the nearby lights in the scene. Both these parameters are then used to calculate the final color for each pixel of your model. The lighting function is where the real calculations of a shader take place as it's the piece of code that determines how light should behave when it touches a material.

The following diagram...

Diffuse shading


Before starting our journey into texture mapping, it is important to understand how diffuse materials work. Certain objects might have a uniform color and smooth surface, but not smooth enough to shine on reflected light. These matte materials are best represented with a Diffuse shader. While in the real world, pure diffuse materials do not exist; Diffuse shaders are relatively cheap to implement and find a large application in games with low-poly aesthetics.

Getting ready

There are several ways in which you can create your own Diffuse shader. A quick way is to start with the Standard Shader in Unity 5 and edit it to remove any texture, similarly to what was previously done in Chapter 1, Creating Your First Shader.

How to do it...

Let's start with our Standard Shader, and apply the following changes:

  1. Remove all the properties except _Color:

    _Color ("Color", Color) = (1,1,1,1)
  2. From the SubShader{} section, remove the _MainTex, _Glossiness, and _Metallic variables. You should not...

Using packed arrays


Loosely speaking, the code inside a shader has to be executed for at least every pixel in your screen. This is the reason why GPUs are highly optimized for parallel computing. This philosophy is also evident in the standard type of variables and operators available in Cg. Understanding them is essential not just to use shaders correctly, but also to write highly optimized ones.

How to do it...

There are two types of variables in Cg: single values and packed arrays. The latter can be identified because their type ends with a number such as float3 or int4. As their names suggest, these types of variables are similar to structs, which means that they each contain several single values. Cg calls them packed arrays, though they are not exactly arrays in the traditional sense.

The elements of a packed array can be accessed as a normal struct. They are typically called x, y, z, and w. However, Cg also provides you with another alias for them, that is, r, g, b, and a. Despite there...

Adding a texture to a shader


Textures can bring our shaders to life very quickly in terms of achieving very realistic effects. In order to effectively use textures, we need to understand how a 2D image is mapped to a 3D model. This process is called texture mapping, and it requires some work to be done on the shader and 3D model that we want to use. Models, in fact, are made out of triangles; each vertex can store data that shaders can access. One of the most important information stored in vertices is the UV data. It consists of two coordinates, U and V, ranging from 0 to 1. They represent the XY position of the pixel in the 2D image that will be mapped to the vertices. UV data is present only for vertices; when the inner points of a triangle have to be texture-mapped, the GPU interpolates the closest UV values to find the right pixel in the texture to be used. The following image shows you how a 2D texture is mapped to a triangle from a 3D model:

The UV data is stored in the 3D model and...

Scrolling textures by modifying UV values


One of the most common texture techniques used in today's game industry is the process of allowing you to scroll the textures over the surface of an object. This allows you to create effects such as waterfalls, rivers, lava flows, and so on. It's also a technique that is the basis to create animated sprite effects, but we will cover this in a subsequent recipe of this chapter. Let's first see how we will create a simple scrolling effect in a Surface Shader.

Getting ready

To begin this recipe, you will need to create a new shader file and material. This will set us up with a nice clean shader that we can use to study the scrolling effect by itself.

How to do it…

To begin with, we will launch our new shader file that we just created and enter the code mentioned in the following steps:

  1. The shader will need two new properties that will allow us to control the speed of the texture scrolling. So, let's add a speed property for the X direction and a speed property...

Normal mapping


Every triangle of a 3D model has a facing direction, which is the direction that it is pointing toward. It is often represented with an arrow placed in the center of the triangle and orthogonal to the surface. The facing direction plays an important role in the way light reflects on a surface. If two adjacent triangles face different directions, they will reflect lights at different angles, hence they'll be shaded differently. For curved objects, this is a problem: it is obvious that the geometry is made out of flat triangles.

To avoid this problem, the way the light reflects on a triangle doesn't take into account its facing direction, but its normal direction instead. As stated in Adding a texture to a shader recipe, vertices can store data; the normal direction is the most used information after the UV data. This is a vector of unit length that indicates the direction faced by the vertex. Regardless of the facing direction, every point within a triangle has its own normal...

Creating a transparent material


All the shaders seen so far have something in common—they are used for solid materials. If you want to improve the look of your game, transparent materials are often a good way to start. They can be used for anything from a fire effect to a window glass. Working with them, unfortunately, is slightly more complicated. Before rendering solid models, Unity orders them according to the distance from the camera (Z ordering) and skips all the triangles that are facing away from the camera (culling). When rendering transparent geometries, there are instances in which these two aspects can cause problems. This recipe will show you how to solve some of these issues when it comes to creating a transparent Surface Shader. This topic will be heavily revisited in Chapter 6, Fragment Shaders and Grab Passes, where realistic glass and water shaders will be provided.

Getting ready

This recipe requires a new shader, which we'll be calling Transparent, and a new material so that...

Creating a Holographic Shader


More and more space-themed games are being released every year. An important part of a good sci-fi game is the way futuristic technology is presented and integrated in the gameplay. There's nothing that screams futuristic more than holograms. Despite being present in many flavors, holograms are often represented as semi-transparent, thin projections of an object. This recipe shows you how to create a shader that simulates such effects. Take this as a starting point: you can add noise, animated scanlines, and vibrations to create a truly outstanding holographic effect. The following image shows an example of a holographic effect:

Getting ready

As the holographic effects shows only the outlines of an object, we'll call this shader Silhouette. Attach it to a material and assign it to your 3D model.

How to do it…

The following changes will modify our existing shader into a holographic one:

  1. Add the following property to the shader:

    _DotProduct("Rim effect", Range(-1,1...

Packing and blending textures


Textures are useful to store not only loads of data, not just pixel colors as we generally tend to think of them, but also for multiple sets of pixels in both the x and y directions and RGBA channels. We can actually pack multiple images into one single RGBA texture and use each of the R, G, B, and A components as individual textures themselves by extracting each of these components in the shader code.

The result of packing individual grayscale images into a single RGBA texture can be seen in the following image:

Why is this helpful? Well, in terms of the amount of actual memory that your application takes up, textures are a large portion of your application's size. So, to begin reducing the size of your application, we can look at all of the images that we are using in our shader and see if we can merge these textures into a single texture.

Any texture that is grayscale can be packed into one of the RGBA channels of another texture. This might sound a bit odd...

Creating a circle around your terrain


Many RTS games display distances (range attack, moving distance, sight, and so on) by drawing a circle around the selected unit. If the terrain is flat, this can be done simply by stretching a quad with the texture of a circle. If that's not the case, the quad will most likely be clipped behind a hill or another piece of geometry. This recipe will show you how to create a shader that allows you to draw circles around an object of arbitrary complexity. If you want to be able to move or animate your circle, we will need both a shader and C# script. The following image shows an example of drawing a circle in a hilly region using a shader:

Getting ready

Despite working with every piece of geometry, this technique is oriented to terrains. Hence, the first step is setting up a terrain in Unity.

  1. Let's start by creating a new shader called RadiusShader and the respective material, Radius.

  2. Have the character for your object ready; we will draw a circle around it...

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Key benefits

  • 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.

Description

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 Unity3D—guiding 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.

Who is this book 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

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Publication date : Feb 26, 2016
Length: 240 pages
Edition : 1st
Language : English
ISBN-13 : 9781785289187
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Unity Technologies
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Publication date : Feb 26, 2016
Length: 240 pages
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Language : English
ISBN-13 : 9781785289187
Vendor :
Unity Technologies
Languages :
Concepts :
Tools :

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Table of Contents

10 Chapters
Creating Your First Shader Chevron down icon Chevron up icon
Surface Shaders and Texture Mapping Chevron down icon Chevron up icon
Understanding Lighting Models Chevron down icon Chevron up icon
Physically Based Rendering in Unity 5 Chevron down icon Chevron up icon
Vertex Functions Chevron down icon Chevron up icon
Fragment Shaders and Grab Passes Chevron down icon Chevron up icon
Mobile Shader Adjustment Chevron down icon Chevron up icon
Screen Effects with Unity Render Textures Chevron down icon Chevron up icon
Gameplay and Screen Effects Chevron down icon Chevron up icon
Advanced Shading Techniques Chevron down icon Chevron up icon

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Cid Jan 16, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I wish I had this book when I first started writing Unity shaders!
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Bill Jones Apr 23, 2016
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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! :)
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Edmon Dantés Oct 16, 2016
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Recomendado para personas con un conocimiento moderado de matemáticas con ganas de aprender las bases y metodologías de la programación de Shaders en Unity 5He quedado muy satisfecho con los temas que se tratan y como se explican paso por paso.
Amazon Verified review Amazon
Hugo Apr 12, 2016
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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.
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Nicolas Dec 05, 2017
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all is ok!!!
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