راهنمای مبتدیان برای گراف شیدر یونیتی: ایجاد دنیای بازی غوطهور با استفاده از ابزار شیدر یونیتی
Beginner's Guide to Unity Shader Graph: Create Immersive Game Worlds Using Unity’s Shader Tool
معرفی کتاب «راهنمای مبتدیان برای گراف شیدر یونیتی: ایجاد دنیای بازی غوطهور با استفاده از ابزار شیدر یونیتی» (با عنوان لاتین Beginner's Guide to Unity Shader Graph: Create Immersive Game Worlds Using Unity’s Shader Tool) نوشتهٔ Álvaro Alda، منتشرشده توسط نشر Apress L. P. در سال 2023. این کتاب در 460 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است. «راهنمای مبتدیان برای گراف شیدر یونیتی: ایجاد دنیای بازی غوطهور با استفاده از ابزار شیدر یونیتی» در دستهٔ برنامهنویسی قرار دارد.
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. Table of Contents About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1: Introduction to Shaders What Is a Shader? Computational Objects and Meshes Vertices Normals UV Coordinates or Texture Coordinates Vertex Color Triangles and Polygons Programming Shaders Vertex-Fragment Shader Shader Programming Languages Shader Graph Shaders’ Mathematical Foundations Vectors Adding Vectors Scalar Product Coordinate Systems Object Space World Space View Space Summary Chapter 2: Shader Graph Create a Unity 3D Project Unity Editor Create Your First Shader Create a Material Rendering Pipelines URP Pipeline Upgrading a Project to URP Install URP Package Set Up a URP Asset Upgrade Previous Materials Shader Graph Editor Main Preview Blackboard Graph Inspector Graph Settings Node Settings Master Stack Vertex Block Position Node Normal Node Tangent Node Fragment Block Base Color Normal Metallic Smoothness Emission Post-Processing Effects Ambient Occlusion Alpha Specular Color Shader Graph Elements Nodes Create Nodes Ports and Connections Node Previews Group Nodes Properties Properties Settings Reference Exposed Default Modes Redirect Elbow Sticky Notes Summary Chapter 3: Commonly Used Nodes UV Node One Minus Node Add Node Clamp Node Multiply Node Sine Node Time Node Remap Node Lerp Node Fraction Node Step Node SmoothStep Node Power Node Position Node Dot Product Node Posterize Node Procedural Noise Nodes Simple Noise Gradient Noise Voronoi Noise Node Fresnel Node Summary Chapter 4: Dynamic Shaders Scanline 3D Display Object Coordinates with Position Node Define Vertical Gradient Using the Split Node Use Multiply and Fraction Nodes for Repetition Dynamic Effect with Time and Add Nodes Adjust Contrast with Power Node Add Custom Color Dot Product Node to Set a Custom Orientation Expose Properties Arrow Pattern Create and Set Up a Line Renderer Create a Diagonal Line Pattern Create Vertical Symmetry with Absolute Node Hard-Edged Arrow Pattern with Fraction and Step Nodes Move the Arrow Along the Line Renderer Customize the Arrow Pattern Color Dissolve Effect Noisy Texture Using the Gradient Noise Node Gradual Dissolve Effect Using Add Node Dynamic Ping-Pong Dissolving Effect Dissolve Effect Along Custom Direction Create a Dissolving Edge with Color Hologram Shader Set a Vertical Gradient with Screen Position Node Repeat the Pattern Using Fraction Node Randomize the Pattern Using the Noise Node Create a Moving Pattern Using Add and Time Nodes Add Color to the Gradient Hologram Lines Emphasize the Effect with Fresnel Node Create Blink Effect Using Logic and Random Nodes Refactoring Shaders Summary Chapter 5: Vertex Shaders Procedural Fish Animation Import and Set Up the Fish Mesh Access the Pointing Direction Coordinate of the Fish Create a Wave Pattern Using Sine Node Make the Wave Movement Dynamic Deforming the Mesh along a Selected Axis Adjust the Wave Pattern Intensity Volumetric Snow Import 3D Models to Scene Define a Snow Direction Mask Extrude Geometry Along Normals Fixing Broken Extruded Mesh Adding Masked Color Adding Glowy Fresnel Effect Spawning Objects from a Black Hole Initial Setup Collapse the Vertices to the Center of the Mesh Set a Collapsing Destiny Singularity Collapse the Vertices by Distance Adding a Collapsing Glowing Color Summary Chapter 6: Distortion Shaders Ice Texture Refraction Initial Setup Modify the Scene Color to Create Distortion Use an Ice Texture to Modify the Scene Color Customize the Shader with the Ice Texture and Color Black Hole Distortion Creation of the Center of the Black Hole Using Particle Systems for a Billboard Effect Creating a Spiral Texture Using the Twirl Node Modifying the Scene Color Using the Spiral Texture Masking the Spiral Texture Adding Dynamic Rotation to the Spiral Texture Summary Chapter 7: Advanced Shaders Cartoon Water Shader Initial Setup Accessing the Depth Buffer to Create Foam with the Scene Depth Node Scene Depth Node Implementing the Depth Information in the Shader Controlling the Depth Gradient with Divide Node Create Water Caustics Using the Voronoi Noise Node Using SubGraph to Reuse Groups of Nodes Add Radial Deformation Using Radial Shear Adding Movement to the Voronoi Cells Adding Extra Caustic Layers Adding Color to the Water Caustics Texture Deforming the Vertices of the Water Surface Iridescent Bubble Shader Initial Setup Create and Set Up Reflections Reflection Probes and Reflection Cubemaps Creating an Iridescent Dynamic Pattern Adding Thin-Film Interference Gradient Adding Rim Transparency and Color Adding Random Vertex Displacement Summary Chapter 8: Interactive Snow Effect Scene Setup Give Movement to the Character Set Up Your IDE Create a Character Movement Script Snow Plane 3D Object Subdivided Plane Creation Import the Plane to Unity Interactive Snow Shader Graph Shader Graph Setup Apply Displacement Using Noise Apply Snow Color and Occlusion Interact with the Snow Using a Render Texture Painting the Character Path Recording Only the Character Path Adding a New Culling Mask to the Particles Update the Render Texture Camera Culling Mask Update the Main Camera Culling Mask Render Texture as a Displacement Mask Summary Index
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