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

Having fun with overlay textures, dissolves, and holograms

For this final series of 2D shaders, we will examine useful yet easy-to-implement shader effects that can be directly applied in video games to show a specific state of a character or have it appear in an interesting way.

Namely, we will see how to overlay a texture on top of our sprite with various mixing operations, create a parametrized dissolve effect, and make our image look like a shiny hologram.

Showing an overlay texture

To start this series of advanced shaders, let’s do an easy one: a basic texture overlay with controllable parameters. This is typically something that is very quick to do with shaders in a game engine and pretty much impossible without them.

In short, the idea is simply to use some mix factors to blend the colors of our original sprite with the colors of a user-defined overlay texture in a dynamic and easy-to-tweak way. You might remember that we already talked about that sort of...