توضیحاتی در مورد کتاب :
بر چالشها و پیچیدگیهای موجود در ایجاد سایهزنهای خود با واقعگرایی سطح بالا با استفاده از راهحلهای عملی، بهترین شیوهها و آخرین ویژگیهای Unity 2021 غلبه کنید
ویژگیهای کلیدی< /h4>- دستورالعملهای عملی برای تسلط بر جلوههای پس از پردازش و تکنیکهای سایهزنی پیشرفته را کشف کنید
- با اسرار ایجاد سایهزنهای با کیفیت AAA بدون نوشتن الگوریتمهای طولانی آشنا شوید
- ایجاد بصری جلوه های خیره کننده برای بازی های خود با استفاده از Unity's VFX Graph
Book Description
Shaders به شما امکان می دهد تصاویری قدرتمند برای پروژه های بازی خود ایجاد کنید. با این حال، ایجاد سایهزن برای بازیهای شما میتواند با عوامل مختلفی مانند ریاضیات پیچیده که مانع از رسیدن به سطح واقعگرایی شما برای شیدرهایتان میشود، بسیار چالش برانگیز باشد.
کتاب آشپزی Unity 2021 Shaders and Effects به شما کمک میکند. با یک رویکرد مبتنی بر دستور العمل برای ایجاد سایه زن با استفاده از Unity بر آن غلبه کنید. این نسخه چهارم با استفاده از ویژگیها و ابزارهای Unity 2021 که روش جدید Unity برای ایجاد جلوههای ذرات با VFX Graph را پوشش میدهد، بهروزرسانی و بهبود یافته است. شما یاد خواهید گرفت که چگونه از VFX Graph برای توسعه سایه زن پیشرفته استفاده کنید. این کتاب همچنین دارای دستور العمل های به روز شده برای استفاده از Shader Graph برای ایجاد عناصر دو بعدی و سه بعدی است. شما همه چیزهایی را که باید در مورد بردارها بدانید، نحوه استفاده از آنها برای ساختن نور و نحوه استفاده از بافت ها برای ایجاد جلوه های پیچیده بدون ریاضیات سنگین، پوشش خواهید داد. همچنین میدانید که چگونه از Shader Graph مبتنی بر بصری برای ایجاد سایهزنها بدون هیچ کدی استفاده کنید.
در پایان این کتاب Unity، مجموعهای از سایهزنها را ایجاد کردهاید که میتوانید از آنها استفاده کنید. بازیهای Unity 3D خود را انجام دهید و بتوانید جلوههای جدیدی را انجام دهید و نیازهای عملکرد پروژههای توسعه بازی Unity خود را برطرف کنید. بنابراین، بیایید شروع کنیم!
آنچه یاد خواهید گرفت
- از رندر فیزیکی برای مطابقت با زیبایی شناسی بازی خود استفاده کنید
- افکت های دیدنی برای خود ایجاد کنید بازیها با آزمایش محدودیتهایی که سایهزنها میتوانند انجام دهند
- تکنیکهای پیشرفته سایهزن را برای بازیهای خود با کیفیت AAA کاوش کنید
- از Shader Graph برای ایجاد عناصر دوبعدی و سه بعدی برای بازیهای خود بدون نوشتن کد استفاده کنید< /li>
- به ریاضیات و الگوریتمهای مدلهای نورپردازی متداول تسلط داشته باشید
- برای اصلاح ظاهر بازی خود با پشته پس پردازش آشنا شوید
این کتاب برای چه کسی است
این کتاب برای بازیسازانی است که میخواهند اولین شیدرهای خود را در Unity 2021 ایجاد کنند و با افزودن افکتهای حرفهای پس از پردازش، بازی خود را به سطح جدیدی برسانند. این کتاب دانش سطح متوسط Unity را فرض میکند.
فهرست محتوا
- پشته پردازش پست
- ایجاد اولین سایهزن شما
- کار با سطح شیدر
- کار با نقشه بافت
- درک مدل های نورپردازی
- رندر بر اساس فیزیکی
- توابع راس
< li>Fragment Shader و Grab Passes- تنظیم Shader Mobile
- Screen Effects with Unity Render Textures
- Gameplay and Screen Effects
- Advanced Shading تکنیک ها
- گراف سایه زن – ۲ بعدی
- گراف سایه زن – سه بعدی
فهرست مطالب :
Cover
Title Page
Copyright and credits
Contributors
About the reviewers
Table of Contents
Preface
Chapter 1: Post Processing Stack
Technical requirements
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 the 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...
Chapter 2: Creating Your First Shader
Technical requirements
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
Chapter 3: Working with Surface Shaders
Technical requirements
Implementing 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
Creating a shader with normal mapping
Getting ready
How to do it...
How it works...
There\'s more...
Creating a Holographic Shader
Getting ready
How to do it...
How it works...
There\'s more...
See also
Chapter 4: Working with Texture Mapping
Technical requirements
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 transparent material
Getting ready
How to do it...
How it works...
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...
How it works...
There\'s more…
Chapter 5: Understanding Lighting Models
Technical requirements
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 Blinn-Phong 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...
Chapter 6: Physically Based Rendering
Technical requirements
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...
See also
Creating mirrors and reflective surfaces
Getting ready
How to do it...
How it works...
See also
Baking lights into your scene
Getting ready
How to do it...
How it works...
See also
Chapter 7: Vertex Functions
Technical requirements
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…
Implementing a snow shader
Getting ready
How to do it…
How it works…
See also
Implementing a volumetric explosion
Getting ready
How to do it…
How it works…
There\'s more…
See also
Chapter 8: Fragment Shaders and Grab Passes
Technical requirements
Understanding Vertex and Fragment Shaders
Getting ready
How to do it…
How it works…
There\'s more…
See also
Using grab passes 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…
Chapter 9: Mobile Shader Adjustment
Technical requirements
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...
Chapter 10: Screen Effects with Unity Render Textures
Technical requirements
Setting up a 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...
Chapter 11: Gameplay and Screen Effects
Technical requirements
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...
Chapter 12: Advanced Shading Techniques
Technical requirements
Using Unity\'s built-in CgInclude files
Getting ready
How to do it...
How it works...
There\'s more...
Making your shader work 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...
Chapter 13: Shader Graph – 2D
Technical requirement
Creating a URP-based Shader Graph project
How to do it...
How it works...
Implementing a simple 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...
Creating a Sprite Outline Shader
Getting ready
How to do it...
How it works...
Chapter 14: Shader Graph – 3D
Technical requirements
Implementing a glowing highlight system
Getting ready
How to do it...
How it works...
Portal Shaders in Unity
Getting ready
How to do it...
How it works...
Creating custom Shader Graph functions
Getting ready
How to do it...
How it works...
Other Books You May Enjoy
Index
توضیحاتی در مورد کتاب به زبان اصلی :
Overcome the challenges and complexities involved in creating your own shaders with high-level realism using practical solutions, best practices, and the latest features of Unity 2021
Key Features
- Discover practical recipes for mastering post-processing effects and advanced shading techniques
- Learn the secrets of creating AAA quality shaders without writing long algorithms
- Create visually stunning effects for your games using Unity's VFX Graph
Book Description
Shaders enable you to create powerful visuals for your game projects. However, creating shaders for your games can be notoriously challenging with various factors such as complex mathematics standing in the way of attaining the level of realism you crave for your shaders.
The Unity 2021 Shaders and Effects Cookbook helps you overcome that with a recipe-based approach to creating shaders using Unity. This fourth edition is updated and enhanced using Unity 2021 features and tools covering Unity's new way of creating particle effects with the VFX Graph. You'll learn how to use VFX Graph for advanced shader development. The book also features updated recipes for using Shader Graph to create 2D and 3D elements. You'll cover everything you need to know about vectors, how they can be used to construct lighting, and how to use textures to create complex effects without the heavy math. You'll also understand how to use the visual-based Shader Graph for creating shaders without any code.
By the end of this Unity book, you'll have developed a set of shaders that you can use in your Unity 3D games and be able to accomplish new effects and address the performance needs of your Unity game development projects. So, let's get started!
What you will learn
- Use physically based rendering to fit the aesthetic of your game
- Create spectacular effects for your games by testing the limits of what shaders can do
- Explore advanced shader techniques for your games with AAA quality
- Use Shader Graph to create 2D and 3D elements for your games without writing code
- Master the math and algorithms behind the commonly used lighting models
- Get to grips with the Post-Processing Stack to tweak the appearance of your game
Who this book is for
This book is for game developers who want to start creating their first shaders in Unity 2021 and take their game to a whole new level by adding professional post-processing effects. The book assumes intermediate-level knowledge of Unity.
Table of Contents
- Post Processing Stack
- Creating Your First Shader
- Working with Surface Shaders
- Working with Texture Mapping
- Understanding Lighting Models
- Physically Based Rendering
- Vertex Functions
- Fragment Shaders and Grab Passes
- Mobile Shader Adjustment
- Screen Effects with Unity Render Textures
- Gameplay and Screen Effects
- Advanced Shading Techniques
- Shader Graph – 2D
- Shader Graph – 3D