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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 Packt
ISBN-13 9781785285240
Length 240 pages
Edition 2nd Edition
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Author (1):
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Alan Zucconi Alan Zucconi
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Alan 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 FREE CHAPTER 2. Surface Shaders and Texture Mapping 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

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...

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