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

Picking the right shading model

To begin our exploration of scoped shader optimization techniques, let’s first discuss an important property of any shader: its shading model.

Put simply, the shading model determines how the color of your object’s surface will vary depending on its orientation, the position of the camera, or the lights in the scene. In other words, it is the set of mathematical computations that the engine will have to do in order to render your material for the current context.

Over the years, technical artists have developed a whole gallery of shading models to represent various types of surfaces and recreate various visual styles. While some models are dedicated to reproducing reality as accurately as possible (most notably, physically-based shading), others are simpler processes that either approximate realism or take a completely different route and apply their own look and feel to the render.

We’ve already touched upon this idea in...