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

Entering a world of primitives...

We saw in Chapter 7 that compute shaders are an excellent way to process large data quickly – which is typically what we need for ray marching, since in every frame, we have to step through many rays (one per pixel) to render the scene!

Our ray marching logic will therefore be written in a compute shader file, and then called from a C# script at the time of the render as a full-screen effect. So, the process will reuse the custom scriptable render feature (URPComputeFeature) we prepared in Chapter 7, and we will go through the same steps as in the Applying a compute shader-based screen effect in URP section of Chapter 7.

In the upcoming sections, we will therefore start by preparing a basic compute shader to render a single sphere using ray marching, and then improve it to handle multiple shapes of different types.

Rendering a sphere with ray marching

To begin with, let’s set up a first basic ray marching compute shader to...