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

Understanding the principles and limitations of geometry shaders

First things first, we’re going to start this chapter by having a quick look at the foundational principles of geometry shaders and their most important limitations. In particular, we’ll focus on the specific cases of the macOS X and iOS platforms, which don’t deal well with this type of code and have to be taken into consideration for cross-platform compatibility.

What are geometry shaders?

Geometry shaders are a special type of shaders that, in addition to the usual vertex and fragment stages, also contain an additional step in the render process – the geometry stage.

Contrary to vertex and fragment shader functions, the geometry shader function is totally optional. As we saw throughout this book, there are indeed many effects and renders that can be achieved without using this stage in the shader code. However, if you want to change the geometry of your meshes in depth and you need...