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از ساعت 7 صبح تا 10 شب
ویرایش: [4 ed.]
نویسندگان: John P. Doran
سری:
ISBN (شابک) : 1839218622, 9781839218620
ناشر: Packt Publishing
سال نشر: 2021
تعداد صفحات: 484
زبان: English
فرمت فایل : EPUB (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 36 Mb
در صورت تبدیل فایل کتاب Unity 2021 Shaders and Effects Cookbook: Over 50 recipes to help you transform your game into a visually stunning masterpiece, 4th Edition به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب کتاب آشپزی Unity 2021 Shaders and Effects: بیش از 50 دستور غذا برای کمک به شما برای تبدیل بازی خود به یک شاهکار بصری خیره کننده، نسخه چهارم نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
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
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 پیشرفته سایه زن 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!
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.
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
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!
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.
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