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Title Page
Copyrights and Credits
Unity 2018 Shaders and Effects Cookbook Third Edition
PacktPub.com
Why subscribe?
PacktPub.com
Contributors
About the authors
About the reviewers
Packt is searching for authors like you
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the example code files
Download the color images
Conventions used
Sections
Getting ready
How to do it…
How it works…
There's more…
See also
Get in touch
Reviews
Post Processing Stack
Introduction
Installing the Post Processing Stack
Getting ready
How to do it...
Getting a filmic look using grain, vignetting, and depth of field
Getting ready
How to do it...
How it works...
Mimicking real life with bloom and anti-aliasing
Getting ready
How to do it...
How it works...
Setting mood with color grading
Getting ready
How to do it...
Creating a horror game look with fog
Getting ready
How to do it...
How it works...
Creating Your First Shader
Introduction
Creating a basic Standard Shader
Getting ready
How to do it...
How it works...
There's more...
Adding properties to a shader
Getting ready
How to do it...
How it works...
See also
Using properties in a Surface Shader
How to do it...
How it works...
There's more...
See also
Surface Shaders and Texture Mapping
Introduction
Diffuse shading
Getting ready
How to do it...
How it works...
Accessing and modifying packed arrays
How to do it...
There's more...
See also
Adding a texture to a shader
Getting ready
How to do it...
How it works...
There's more...
See also
Scrolling textures by modifying UV values
Getting ready
How to do it...
How it works...
Creating a shader with normal mapping
Getting ready
How to do it...
How it works...
There's more...
Creating a transparent material
Getting ready
How to do it...
How it works...
Creating a Holographic Shader
Getting ready
How to do it...
How it works...
There's more...
See also
Packing and blending textures
Getting ready
How to do it...
How it works...
Creating a circle around your terrain
Getting ready
How to do it...
Moving the circle
How it works...
Understanding Lighting Models
Introduction
Creating a custom diffuse lighting model
Getting ready
How to do it...
How it works...
Creating a toon shader
Getting ready
How to do it...
How it works...
There's more...
Creating a Phong Specular type
Getting ready
How to do it...
How it works...
Creating a BlinnPhong Specular type
Getting ready
How to do it...
How it works...
See also
Creating an Anisotropic Specular type
Getting ready
How to do it...
How it works...
Physically-Based Rendering
Introduction
Understanding the metallic setup
Getting ready
How to do it...
How it works...
See also
Adding transparency to PBR
Getting ready
How to do it...
Semi-transparent materials
Fading objects
Solid geometries with holes
See also
Creating mirrors and reflective surfaces
Getting ready
How to do it...
How it works...
See also
Baking lights in your scene
Getting ready
How to do it...
Configuring the static geometry
Configuring the light probes
Baking the lights
How it works...
See also
Vertex Functions
Introduction
Accessing a vertex color in a Surface Shader
Getting ready
How to do it…
How it works…
There's more…
Animating vertices in a Surface Shader
Getting ready
How to do it…
How it works…
Extruding your models
Getting ready
How to do it…
How it works…
There's more…
Adding extrusion maps
Implementing a snow shader
Getting ready
How to do it…
How it works…
Coloring the surface
Altering the geometry
See also
Implementing a volumetric explosion
Getting ready
How to do it…
How it works…
There's more…
See also
Fragment Shaders and Grab Passes
Introduction
Understanding Vertex and Fragment Shaders
Getting ready
How to do it…
How it works…
There's more…
Input semantics
Output semantics
See also
Using the grab pass to draw behind objects
Getting ready
How to do it…
How it works…
There's more…
Implementing a Glass Shader
Getting ready
How to do it…
How it works…
There's more…
Implementing a Water Shader for 2D games
Getting ready
How to do it…
How it works…
Mobile Shader Adjustment
Introduction
Techniques to make shaders more efficient
Getting ready
How to do it...
How it works...
Profiling your shaders
Getting ready
How to do it...
How it works...
There's more...
Modifying our shaders for mobile
Getting ready
How to do it...
How it works...
Screen Effects with Unity Render Textures
Introduction
Setting up the screen effects script system
Getting ready
How to do it...
How it works...
There's more...
Using brightness, saturation, and contrast with screen effects
Getting ready
How to do it...
How it works...
Using basic Photoshop-like Blend modes with screen effects
Getting ready
How to do it...
How it works...
There's more...
Using the Overlay Blend mode with screen effects
How to do it...
How it works...
Gameplay and Screen Effects
Introduction
Creating an old movie screen effect
Getting ready
How to do it...
How it works...
See also
Creating a night vision screen effect
Getting ready
How to do it...
How it works...
There's more...
Advanced Shading Techniques
Introduction
Using Unity's built-in CgInclude files
Getting ready
How to do it...
How it works...
There's more...
Making your shader world in a modular way with CgInclude
Getting ready
How to do it...
How it works...
Implementing a Fur Shader
Getting ready
How to do it...
How it works...
There's more...
Implementing Heatmaps with arrays
Getting ready
How to do it...
How it works...
Shader Graph
Introduction
Creating a Shader Graph project
How to do it...
How it works...
Implementing a simple a Shader Graph
Getting ready
How to do it...
How it works...
Exposing properties to the Inspector via Shader Graph
Getting ready
How to do it...
How it works...
Implementing a glowing highlight system
Getting ready
How to do it...
How it works...
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