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

Vertex Displacement Shaders

In the last chapter, we explored a gallery of 2D shaders, and we studied how to apply various effects on our sprites, from basic hue-shifting and saturation adjustments to advanced visuals such as holograms or dissolves.

To continue these experimentations, we’re now going to focus on another common category of shaders – vertex displacement shaders. Those shaders, as the name implies, rely primarily on the vertex displacement technique, or in other words, the idea of using the vertex shader function in our code to slightly offset the position of the vertices of our model and simulate interesting deformations.

One of the big strengths of vertex displacement is that, because it is done in shaders, and thus on the GPU, it allows us to alter the model’s geometry very efficiently. It is, of course, limited – in particular, it can only transform pre-existing vertices, and yet it can produce quite impressive results when used well...