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

Optimizing Your Code, or Making Your Own Pipeline?

In the previous chapter, we explored some of the tools Unity provides us with for creating efficient cross-platform shaders. We talked about built-in shader compilation tricks, shader branching, and useful macros.

But, of course, compiling shaders properly is not the only way you can optimize your rendering. If you want to get the most out of your shaders, you also need to make the right choices when actually coding them up.

Or, even better, if you know your renders require very specific processing, you might opt out of Unity’s default generalist pipelines and make your own!

So, in this chapter, we are going to explore a few tips and techniques for optimizing your shader code and gaining some precious extra milliseconds. To do so, we’ll talk about the following topics:

  • Picking the right shading model
  • Optimizing your runtime performance
  • Creating your own SRP