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

The Power of Ray Marching

In Chapter 6, we saw a few techniques to boost basic geometry and add details to cubes or planes using textures and clever shading tricks. We explored how parallax mapping and interior mapping are nice and easy-to-understand techniques because they make you manipulate common asset types, namely meshes and images.

The issue with these methods, however, is that they require your team to produce the aforementioned assets. If the members of your game development team don’t have the time or skills to create the right textures or the right base geometries, you won’t be able to apply your shader to anything!

To counteract this issue, a growing trend is procedural generation, which basically is about using controlled randomness to auto-create viable parts of your game based on a set of rules. This idea of scripted generation is particularly interesting if you are more into development than art, you want to produce assets quickly and in a modular...