Beginner's Guide to Unity Shader Graph - Álvaro Alda

Beginner's Guide to Unity Shader Graph

Create Immersive Game Worlds Using Unity’s Shader Tool

(Autor)

Buch | Softcover
442 Seiten
2023 | 1st ed.
Apress (Verlag)
978-1-4842-9671-4 (ISBN)
64,19 inkl. MwSt
lt;p>Discover how shaders can enhance your game and mesmerize players by making graphic gameplay elements more realistic and attractive. This book provides easy-to-follow recipes that will show you how to leverage the Unity Shader Graph to create more immersive, enjoyable games.

 

Author Álvaro Alda takes you through each effect step by step, so that you gain a foundational understanding of  how they are created using the Shader Graph tool. Practical projects help you put what you're learning into context, from simple effects like 3D scan lines to more complicated effects such as black holes, bubble particles, water, and even interactive snow. Twelve different effects are demonstrated, to cover almost everything related to shader graph.

 

On completing this book, you will have a thorough understanding of the Shader Graph tool and samples to replicate and continue learning from. Whether you are an indie game developer or technical artist, Beginner's Guide to Unity Shader Graph will give you the confidence to use the Shader Graph tool to create games that will keep players glued to their screens.

 

What You Will Learn

  • Understand the purpose and use of every node and function in Shader Graph
  • Gain a working knowledge of the mathematics needed to use the  fragment and vertex shaders
  • Create complex effects with Shader Graph using post processing and taking full advantage of the URP of the Unity 3D engine
  • Develop procedural textures using mathematical nodes in Shader Graph

 

Who Is This Book For

Technical artists, indie developers, and game developers with little to no knowledge of shaders, but who have basic knowledge of Unity. As the Shader Graph in Unity is similar to other shader editors like Amplify, Blender material nodes and Unreal shaders, this book can be used as reference when working with other platforms and game engines different from Unity.

Álvaro Alda is a game developer with over 4 years of experience currently working for Popcore, a pioneer German hypercasual game company. He has also worked at LabCave, a Spanish mobile game company. In his spare time, he likes to work on personal projects, which has led to release of his three games, one of them appearing on national Spanish television. He has also created tools for developers and artists for videogames.

Chapter 0: Unity Set Up and Guidelines
Chapter 1: Introduction to ShadersSub -Topics:-What is a shader?-Vertex and fragment shader-Working spaces (world, object, view, tangent)-Light in URP-Create your first shader in URP
Chapter 2: Shader Graph EditorSub -Topics:-Master nodes Connecting nodes-Properties-Connecting nodes-Subshader
Chapter 3: Noise Sub -Topics:-What is a procedural noise?-Noise samples (Simple, Gradient, Voronoi)-Dissolve effect
Chapter 4: Movement and Time Control Sub -Topics:-Scanlines 3D-UI transition
Chapter 5: SciFi Shaders Sub -Topics:-Hologram effect-SciFi shield
Chapter 6: Scene Depth Sub -Topics:-Water Shader-Acid Shader-Ice refraction-Black hole
Chapter 7: Vertex DeformationSub -Topics:-Bubbles-Snow deformation-Stroke Effects
Chapter 8: PBR MaterialsSub -Topics:-What is PBR?-Lava Effect
Chapter 9: Bonus Effects Sub -Topics:-Retro particles-Interactive Snow-Toon shader
Appendix A: Maths Review Sub -Topics:-Trigonometry-Vector mathematics-Matrix and algebra
Appendix B: Shader Graph NodesSub -Topics:-Coordinate nodes.-Mathematic operation nodes (add, subtract, multiply...)-Restrictive nodes (clamp, frac)-Master nodes (position, base color, normals, smoothness)-Custom functions-Mix nodes (blend, lerp)-Color nodes (color, gradient, etc.)

Erscheinungsdatum
Zusatzinfo 464 Illustrations, color; 8 Illustrations, black and white; XVIII, 442 p. 472 illus., 464 illus. in color.
Verlagsort Berkley
Sprache englisch
Maße 178 x 254 mm
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Schlagworte Procedural Noise • Procedural Shapes • Renderer • Shader Graph • Shaders • Textures • UNITY • URP • Vertex Displacement • Visual Effects
ISBN-10 1-4842-9671-0 / 1484296710
ISBN-13 978-1-4842-9671-4 / 9781484296714
Zustand Neuware
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Buch | Softcover (2023)
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