Book Image

Become a Unity Shaders Guru

By : Mina Pêcheux
5 (1)
Book Image

Become a Unity Shaders Guru

5 (1)
By: Mina Pêcheux

Overview of this book

Do 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.
Table of Contents (23 chapters)
Part 1: Creating Shaders in Unity
Part 2: Stepping Up to URP and the Shader Graph
Part 3: Advanced Game Shaders
Part 4: Optimizing Your Unity Shaders
Part 5: The Toolbox

Applying a compute shader-based screen effect in URP

So far, we have seen how to use compute shaders to optimize calculations on pure data. We eventually used the information to modify cube visual properties, but it was a sort of “side-effect” to make it easier to see the results: in theory, we could have simply stuck to the compute part and measured the execution time to compare our CPU and GPU process performances.

Still, screen effects and postprocessing are big applications of compute shaders, so we definitely need to have a look at how we can use these shaders to directly render something on our screen.

To test things out, we are going to create a very simple compute shader that fills the screen with red pixels. The goal is thus to effectively end up with a fully red screen. I know, it is not a very exciting idea, but it will be a good way to understand the basics of using compute shaders in a URP project without too much distraction!

In the following sections...