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)
1
Part 1: Creating Shaders in Unity
3
Part 2: Stepping Up to URP and the Shader Graph
8
Part 3: Advanced Game Shaders
12
Part 4: Optimizing Your Unity Shaders
15
Part 5: The Toolbox

Learning some Unity shader compilation tricks

As a seasoned shader artist, you probably know that when it comes down to it, rendering is no piece of cake. If you’ve ever tried to make your own rendering system from scratch instead of relying on a game engine such as Unity and its pre-made rendering pipelines, then you know that writing shader code is just one step among many to actually display something on the screen. Out in the wild, you also have to worry about graphics backends, platform-specific compilation, cross-platform API compatibility, and much more!

And with the ever-growing variety of possible target devices, and in particular, the growing usage of mobiles and tablets for gamers, saying that you are going to produce a fully cross-platform game means you’ll need to think about dozens of graphics APIs and backends that can be very different from each other.

Now, of course, this is where 3D and game engines shine: by abstracting away this low-level rendering...