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

Wireframes and Geometry Shaders

In the two previous chapters, we studied various examples of shaders and focused on two specific types – 2D sprite effects and vertex displacement-based effects. When we worked on the vertex displacement technique, we saw that it was a neat way of creating procedural animations and environment decor efficiently, just by deforming the pre-existing geometry.

However, we also saw that there was a limitation to using vertex displacement, since it can only modify the vertices already present in the mesh – it cannot introduce new points or subdivisions, and it doesn’t have access to the mesh’s topology.

To go further and allow technical artists to manipulate geometry even more, there is another category of shaders worth diving into, called geometry shaders. So, in this chapter, we’ll learn more about this other tool, as well as its limitations, and we’ll discuss one of its most common applications. To do so,...