Â©Â Claudia DoppioslashÂ 2018ClaudiaÂ DoppioslashPhysically Based Shader Development for Unity 2017https://doi.org/10.1007/978-1-4842-3309-2_13
13.Â Hooking Into the Standard Shader
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When you create a surface or Unlit shader, it doesnât automatically take advantage of all the features of the Unity rendering system. You could reimplement them, but that would take a lot of work. Fortunately, itâs possible to obtain that functionality by hacking your BRDF implementation into the Standard shader infrastructure. You can write your shader so it automatically uses Unityâs Standard shader functionality. Thatâs what weâre going to do in this chapter, but keep in mind that there are no guarantees ...