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


In this chapter, we studied the technique of vertex displacement.

We first explored how it can help us to create basic 3D animations in a procedural and tweakable way, such as giving some basic wobble-like movements to a fish or transforming a simple quad into a butterfly flapping its wings.

Then, we discussed how it can be applied to game environments and, in particular, to make sinusoidal waves on a water plane. We saw the importance of having the right resolution in our base geometry, and we studied how, sometimes, the displaced normals of a mesh can be computed exactly thanks to mathematics.

Finally, we mentioned several external resources and tutorials of creators that use vertex displacement to create interesting shaders, with valuable techniques to deepen our understanding of this type of shaders.

Throughout these few examples, we saw how vertex displacement can be useful to bring life to our 3D models efficiently, thanks to the power of shaders and GPUs...