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Unity 6 Shaders and Effects Cookbook

You're reading from   Unity 6 Shaders and Effects Cookbook Over 50 recipes for creating captivating visual effects in Unity and enhancing your game's visual impact

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Product type Paperback
Published in Jul 2025
Publisher Packt
ISBN-13 9781835468579
Length 532 pages
Edition 5th Edition
Languages
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (20) Chapters Close

Preface
1. Part I: Foundations of Shading and Rendering in Unity
2. Using Post-Processing with URP FREE CHAPTER 3. Creating Your First Shader with Shader Graph 4. Working with Surfaces 5. Working with Texture Mapping 6. Enhancing Realism: Unity Muse and Physically Based Rendering 7. Part II: Advanced Shader Effects and Geometry Manipulation
8. Using Vertex Functions 9. Using Grab Passes 10. Part III: Performance Optimization and Fullscreen Effects
11. Optimizing Shaders 12. Creating Screen Effects with Fullscreen Shaders 13. Gameplay and Screen Effects 14. Part IV: Section Custom Lighting and Advanced Shader Programming
15. Understanding Lighting Models 16. Developing Advanced Shading Techniques 17. Utilizing the HDRP 18. Other Books You May Enjoy
19. Index

Understanding the metallic setup

Unity’s URP Lit Shader provides two different workflows for PBR shaders: the metallic workflow and the specular workflow. These workflows are selectable in the material’s Inspector window through the Workflow Mode property and cater to different material needs.

The metallic workflow exposes the Metallic property and the Smoothness property. The Metallic property defines how metallic the surface appears, ranging from 0 (non-metallic) to 1 (fully metallic), while the Smoothness property determines how smooth or rough the surface is, affecting the sharpness of reflections.

In the specular workflow, the Specular property replaces the Metallic property. The Specular property defines the reflective properties of the surface using a color value, and the Smoothness property remains to control the surface’s roughness.

Smoothness and Roughness are opposites of each other, so a Smoothness value of 1 means a Roughness value of...

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