Become A Unity Shaders Guru
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Author | : Mina Pêcheux |
Publisher | : Packt Publishing Ltd |
Total Pages | : 492 |
Release | : 2023-07-14 |
Genre | : Computers |
ISBN | : 1837636583 |
Discover the new URP render pipeline, the Shader Graph tool, and a range of advanced shading techniques in this part-color guide to bring out the beauty of your 2D/3D game projects Key Features Discover the new shader tools such as URP and Shader Graph to work in HLSL code or with visual node-based editing Learn advanced tricks to optimize your rendering pipeline Explore various concepts to create a variety of 2D and 3D game shaders Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionDo you really know all the ins-and-outs of Unity shaders? It’s time to step up your Unity game and dive into the new URP render pipeline, the Shader Graph tool, and advanced shading techniques to bring out the beauty of your 2D/3D game projects! Become a Unity Shaders Guru is here to help you transition from the built-in render pipeline to the SRP pipelines and learn the latest shading tools. With it, you’ll dive deeper into Unity shaders by understanding the essential concepts through practical examples. First, you’ll discover how to create a simple shading model in the Unity built-in render pipeline, and then in the Unity URP render pipeline and Shader Graph while learning about the practical applications of both. You’ll explore common game shader techniques, ranging from interior mapping to adding neon outlines on a sprite or simulating the wobble of a fish. You’ll also learn about alternative rendering techniques, like Ray Marching. By the end of this book, you’ll have learned to create a wide variety of 2D and 3D shaders with Unity’s URP pipeline (both in HLSL code and with the Shader Graph tool), and be well-versed with some optimization tricks to make your games friendly for low-tier devices as well.What you will learn Understand the main differences between the legacy render pipeline and the SRP Create shaders in Unity with HLSL code and the Shader Graph 10 tool Implement common game shaders for VFX, animation, procedural generation, and more Experiment with offloading work from the CPU to the GPU Identify different optimization tools and their uses Discover useful URP shaders and re-adapt them in your projects Who this book is for This book is for technical artists who have worked with Unity and want to get a deeper understanding of Unity’s render pipelines and its visual node-based editing tool. Seasoned game developers who are looking for reference shaders using the recent URP render pipeline will also find this book useful. A basic level of programming experience in HLSL, Unity, its layout, and its basic usage is a must.
Author | : John P. Doran |
Publisher | : Packt Publishing Ltd |
Total Pages | : 485 |
Release | : 2021-10-15 |
Genre | : Computers |
ISBN | : 1839217693 |
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.
Author | : John P. Doran |
Publisher | : Packt Publishing Ltd |
Total Pages | : 384 |
Release | : 2018-06-29 |
Genre | : Computers |
ISBN | : 1788390954 |
Bring realism to your games by mastering post-processing effects and advanced shading techniques in Unity 2018 Key Features Learn the secrets of creating AAA quality shaders without writing long algorithms Master shader programming through easy-to-follow examples Create stunning visual effects that can be used in 3D games Book Description Since their introduction to Unity, shaders have been seen as notoriously difficult to understand and implement in games. Complex mathematics has always stood in the way of creating your own shaders and attaining the level of realism you crave. Unity 2018 Shaders and Effects Cookbook changes that by giving you a recipe-based guide to creating shaders using Unity. It will show you everything you need to know about vectors, how lighting is constructed with them, and how textures are used to create complex effects without the heavy math. This book starts by teaching you how to use shaders without writing code with the post-processing stack. Then, you’ll learn how to write shaders from scratch, build up essential lighting, and finish by creating stunning screen effects just like those in high-quality 3D and mobile games. You'll discover techniques, such as normal mapping, image-based lighting, and animating your models inside a shader. We'll explore how to use physically based rendering to treat light the way it behaves in the real world. At the end, we’ll even look at Unity 2018’s new Shader Graph system. With this book, what seems like a dark art today will be second nature by tomorrow. What you will learn Understand physically based rendering to fit the aesthetic of your game Write shaders from scratch in ShaderLab and HLSL/Cg Combine shader programming with interactive scripts to add life to your materials Design efficient shaders for mobile platforms without sacrificing their realism Use state-of-the-art techniques, such as volumetric explosions and fur shading Master the math and algorithms behind the most used lighting models Understand how shader models have evolved and how you can create your own Who this book is for Unity Shaders and Effects Cookbook is for developers who want to create their first shaders in Unity 2018 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required to get the most from this book.
Author | : Steven Antonio Christian |
Publisher | : Packt Publishing Ltd |
Total Pages | : 566 |
Release | : 2023-11-10 |
Genre | : Computers |
ISBN | : 1804616311 |
Unlock your creativity with this part-color guide to VR projects in Unity, crafting immersive games, refining VR experiences, and leading XR development Key Features Understand the fundamentals and build a solid foundation in XR development Develop technical skills for building VR experiences in Unity, including assets, GameObjects, scripts, and components Create engaging and innovative virtual reality projects using the Unity game engine Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionVirtual reality (VR) has emerged as one of the most transformative mediums of the 21st century, finding applications in various industries, including gaming, entertainment, and education. Enhancing Virtual Reality Experiences with Unity 2022 takes you into the fascinating realm of VR, where creativity meets cutting-edge technology to bring tangible real-world applications to life. This immersive exploration not only equips you with the essential skills needed to craft captivating VR environments using Unity's powerful game engine but also offers a deeper understanding of the philosophy behind creating truly immersive experiences. Throughout the book, you’ll work with practical VR scene creation, interactive design, spatial audio, and C# programming and prepare to apply these skills to real-world projects spanning art galleries, interactive playgrounds, and beyond. To ensure your VR creations reach their full potential, the book also includes valuable tips on optimization, guaranteeing maximum immersion and impact for your VR adventures. By the end of this book, you’ll have a solid understanding of VR’s versatility and how you can leverage the Unity game engine to create groundbreaking projects.What you will learn Harness the power of the Unity game engine to explore VR Understand VR and how to integrate Unity into the general workflow Build and test a variety of VR experiences for headsets, computers, and mobile devices Integrate traditional game and animation tools into VR experiences Explore worldbuilding techniques to create expansive VR environments Integrate optimization techniques to improve the performance of your VR experiences Who this book is for This book is for individuals who are familiar with the Unity game engine and want to explore virtual reality. If you’re a game developer, VR developer, or creator with Unity experience, this is your guide to learning the essential principles and techniques for VR development in Unity 2022. A basic understanding of the Unity user interface, navigation, and C# will help you make the most of the book.
Author | : Bruno Cicanci |
Publisher | : Packt Publishing Ltd |
Total Pages | : 548 |
Release | : 2023-10-13 |
Genre | : Computers |
ISBN | : 1804615358 |
Build real-time strategy (RTS) games using Unity with practical techniques, best coding practices, and popular design patterns in this part-color guide Key Features Learn how to implement game architecture and gameplay features Explore unit actions, resource management, physics simulations, and audiovisual enhancements to boost player engagement Discover RTS mechanics such as implementing melee/ranged battles, unit spawning, dynamic maps, pathfinding, and more Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionBuilding a successful real-time strategy game is challenging, because of both the complex mechanics and the need to strike a balance between different elements, ensuring that players enjoy creating and executing strategies against the game's AI. Creating an RTS Game in Unity 2023 will teach you how to install and set up the Unity game engine, create a new 3D project, and build a level editor to make it easier to modify and add maps to a game. The RTS game will start to take shape while you learn to implement different core systems such as melee and ranged battles, unit spawners, camera controls, dynamic mapping generation, basic enemy AI, and the pathfinder algorithm. You'll also get to grips with implementing command units to perform actions, crafting and producing resources, basic physics and collision detection, and building an RTS game from scratch using C# and the latest features of the Unity game engine. By the end of this book, you’ll be able to make professional and high-quality end-to-end RTS games using the best practices and techniques from the gaming industry.What you will learn Incorporate the most used design patterns, algorithms, and techniques into your game Employ the best coding practices used in the games industry Explore the basics of AI and physics to create high-quality games Build dynamic and configurable maps to enhance the player experience Solve complex problems using the industry standards for Unity and C# Create the mechanics present in classic RTS games using a modern approach Gain a deep understanding of how to create professional games using Unity Who this book is for If you are a beginner game developer who wants to learn the skills to develop a professional RTS game, a programmer looking at career options in the industry who needs to develop a portfolio, or even an indie game developer seeking inspiration for your own games, this book is for you. Professional game developers, programmers with experience in C#, as well as game designers and artists looking for a practical guide to bring their game ideas to life will also find plenty of useful information in this book.
Author | : Jamie Dean |
Publisher | : Packt Publishing Ltd |
Total Pages | : 290 |
Release | : 2015-09-29 |
Genre | : Computers |
ISBN | : 1849696373 |
A detailed guide to the complex new animation tools in Unity, packed with clear instructions and illustrated with original content in the context of a next generation zombie apocalypse adventure game About This Book Create and export models and animation sequences to Unity from 3ds max and Maya Prepare character models and animation for games using Mecanim's rigging tools Retarget, adjust, and mix and match motion capture and other animation data Write and edit scripts compatible with Mecanim Animation Controllers Who This Book Is For If you are a Unity developer looking to get to grips with the character animation specific tools, a 3D software user who is new to Unity, or a beginner game developer who is interested in character animation and interaction, this book is ideal for you. Some experience with either the Unity interface or basic 3D coordinates is recommended, but not required. What You Will Learn Learn how to prepare a rigged character model to receive animation within Unity Acquire efficient techniques to refine and optimize motion capture data Retarget animation sequences between different character rigs Discover how to rig a humanoid character and export for use in Unity Script character interaction for a First Person character model Create dynamic animation sequences from scratch using keyframe techniques, in a variety of 3D software packages Learn Project Management in Unity Understand how to set up a complex facial rig for speech Set up Animation Controllers with masked states and blend trees to create seamless and additive animation transitions Construct a ragdoll game object and instantiate it in a game Devise Mecanim animation integration for the player and AI driven animation for enemy characters In Detail Game animation for independent developers has taken a giant leap forward with Unity 5's Mecanim toolset, which streamlines the import/export, retargeting, and many other aspects of the character animation workflow. Unity Character Animation with Mecanim is a great primer for getting to know the nuts and bolts of Mecanim and other character animation related tools in Unity 5. It offers you step-by-step instructions for preparing and exporting rigged models and animation sequences from commonly used 3D packages, such as Maya, 3ds Max and Blender. This book explores the new set of animation tools introduced with Mecanim in Unity 5. Approaching its subject matter through a typical genre–a zombie action game, character animation techniques are explored using real examples of player input and interaction, enemy behavior, and other aspects of game dynamics. As the book progresses, the reader will understand how these elements fit together in a small game development workflow. We will begin with a demonstration of the process of getting a rigged character into Unity 5 and setting it up to use provided animation sequences. We will also consider a few industry standard 3D packages and how these can be used to rig a humanoid character for use in Unity 5. We will demonstrate the retargeting capabilities of Mecanim's Humanoid Animation type by adjusting motion sequences to fit disparate character types in our game. After this, we will look at Ragdoll physics and the implementation of this commonly used technique in a Mecanim workflow. The book culminates with a thorough dissection of the enemy character AI script incorporating the Mecanim elements detailed in the previous chapters. Unity Character Animation with Mecanim will provide you with a detailed exploration of the interaction between game development and character animation, and will broaden your understanding of the rich animation toolset within Unity 5. Style and approach A comprehensive guide, featuring step- by- step practical tutorials using sample assets, showing you how to build fully controllable characters and non-player characters/enemies.
Author | : Jonathan Linowes |
Publisher | : Packt Publishing Ltd |
Total Pages | : 383 |
Release | : 2021-08-16 |
Genre | : Computers |
ISBN | : 1838982965 |
Explore the world of augmented reality development with the latest features of Unity and step-by-step tutorial-style examples with easy-to-understand explanations Key FeaturesBuild functional and interactive augmented reality applications using the Unity 3D game engineLearn to use Unity's XR and AR components, including AR Foundation and other standard Unity featuresImplement common AR application user experiences needed to build engaging applicationsBook Description Augmented reality applications allow people to interact meaningfully with the real world through digitally enhanced content. The book starts by helping you set up for AR development, installing the Unity 3D game engine, required packages, and other tools to develop for Android (ARCore) and/or iOS (ARKit) mobile devices. Then we jump right into the building and running AR scenes, learning about AR Foundation components, other Unity features, C# coding, troubleshooting, and testing. We create a framework for building AR applications that manages user interaction modes, user interface panels, and AR onboarding graphics that you will save as a template for reuse in other projects in this book. Using this framework, you will build multiple projects, starting with a virtual photo gallery that lets you place your favorite framed photos on your real-world walls, and interactively edit these virtual objects. Other projects include an educational image tracking app for exploring the solar system, and a fun selfie app to put masks and accessories on your face. The book provides practical advice and best practices that will have you up and running quickly. By the end of this AR book, you will be able to build your own AR applications, engaging your users in new and innovative ways. What you will learnDiscover Unity engine features for building AR applications and gamesGet up to speed with Unity AR Foundation components and the Unity APIBuild a variety of AR projects using best practices and important AR user experiencesUnderstand the core concepts of augmented reality technology and development for real-world projectsSet up your system for AR development and learn to improve your development workflowCreate an AR user framework with interaction modes and UI, saved as a template for new projectsWho this book is for This augmented reality book is for game developers interested in adding AR capabilities to their games and apps. The book assumes beginner-level knowledge of Unity development and C# programming, familiarity with 3D graphics, and experience in using existing AR applications. Beginner-level experience in developing mobile applications will be helpful to get the most out of this AR Unity book.
Author | : Dr. Davide Aversa |
Publisher | : Packt Publishing Ltd |
Total Pages | : 393 |
Release | : 2019-11-29 |
Genre | : Computers |
ISBN | : 1838552294 |
Get up to speed with a series of performance-enhancing coding techniques and methods that will help you improve the performance of your Unity applications Key FeaturesOptimize graphically intensive games using the latest features of Unity such as Entity Component System (ECS) and the Burst compilerExplore techniques for solving performance issues with your VR projectsLearn best practices for project organization to save time through an improved workflowBook Description Unity engine comes with a great set of features to help you build high-performance games. This Unity book is your guide to optimizing various aspects of your game development, from game characters and scripts, right through to animations. You’ll explore techniques for writing better game scripts and learn how to optimize a game using Unity technologies such as ECS and the Burst compiler. The book will also help you manage third-party tooling used with the Unity ecosystem. You’ll also focus on the problems in the performance of large games and virtual reality (VR) projects in Unity, gaining insights into detecting performance issues and performing root cause analysis. As you progress, you’ll discover best practices for your Unity C# script code and get to grips with usage patterns. Later, you’ll be able to optimize audio resources and texture files, along with effectively storing and using resource files. You’ll then delve into the Rendering Pipeline and learn how to identify performance problems in the pipeline. In addition to this, you’ll learn how to optimize the memory and processing unit of Unity. Finally, you’ll cover tips and tricks used by Unity professionals to improve the project workflow. By the end of this book, you’ll have developed the skills you need to build interactive games using Unity and its components. What you will learnApply the Unity Profiler to find bottlenecks in your app, and discover how to resolve themDiscover performance problems that are critical for VR projects and learn how to tackle themEnhance shaders in an accessible way, optimizing them with subtle yet effective performance tweaksUse the physics engine to keep scenes as dynamic as possibleOrganize, filter, and compress art assets to maximize performance while maintaining high qualityUse the Mono framework and C# to implement low-level enhancements that maximize memory usage and prevent garbage collectionWho this book is for The book is intended for intermediate Unity game developers who wants to maximize the performance of their game. The book assumes familiarity with C# programming.
Author | : David Baron |
Publisher | : Packt Publishing Ltd |
Total Pages | : 232 |
Release | : 2021-07-30 |
Genre | : Computers |
ISBN | : 180020843X |
Solve your programming woes in Unity with practical design propositions Key FeaturesGain a comprehensive overview of Unity engine architecture and coding modelBuild a complete racing game using software design patterns and understand how to implement them in UnityDownload the source code of the complete prototype demonstrating each of the software patterns usedBook Description This book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity. Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently. In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you'll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. Your journey will start by learning about overall design of the core game mechanics and systems. You'll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features. As you progress, you'll also identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices. By the end of this Unity book, the way you develop Unity games will change – you'll adapt a more structured, scalable, and optimized process that will help you take the next step in your career. What you will learnStructure professional Unity code using industry-standard development patternsIdentify the right patterns for implementing specific game mechanics or featuresDevelop configurable core game mechanics and ingredients that can be modified without writing a single line of codeReview practical object-oriented programming (OOP) techniques and learn how they're used in the context of a Unity projectBuild unique game development systems such as a level editorExplore ways to adapt traditional design patterns for use with the Unity APIWho this book is for This book is for Unity game developers who want to learn industry standards for building Unity games. Knowledge of the Unity game engine and programming in the C# language is a must, so if you're a beginner, try our Learning C# by Developing Games with Unity 2021 handbook instead.
Author | : Samuel R. Buss |
Publisher | : Cambridge University Press |
Total Pages | : 397 |
Release | : 2003-05-19 |
Genre | : Computers |
ISBN | : 1139440381 |
This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site.