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

Exploring shader macros and platform-dependent compilation

Now that we have discussed various tricks to optimizing the organization of our project shader assets and adding conditional behavior with branching or variants, let’s focus on another key aspect of cross-platform development for technical artists: handling the rendering specificities of each platform.

In this last section, we will explore various built-in macros that Unity provides us with for checking the type of platform we are building for, looking up the current Unity version, normalizing UV direction, and more.

Identifying the target platform

When working with shaders, it is fundamental to know what the target platform for your project is. Because although this obviously impacts many other areas of game development (such as UI/UX for controls, or responsive interfaces), the rendering tools you have at your disposal are inherently linked to the kind of device the game will run on.

Game engines such as...