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

Implementing color-swap, hue-shift, saturate, negate, and pixelate effects

To begin with, let’s talk about some common operations we can do on sprites, such as inverting the colors, shifting the hue to re-colorize the image, or saturating the tint to exaggerate our colors. Then, we will discuss the technique of color-swapping for pixel-perfect sprites. And finally, we will see how to make a simple dynamic pixelation of our sprites to transform them into approximate pixel art equivalents.

Performing basic operations such as hue-shift, saturate, and negate

Because hue-shifting, saturation, and negation are such basic transformations, Unity actually has built-in Shader Graph Nodes for most of this – we will see which one corresponds to each operation.

First, we will work on our Negate shader. The point here is to invert the colors, meaning that black will become white and vice versa, but also that red will become blue, for example. Just to give you an idea, Figure...