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

Creating a security camera effect

To continue our study of fullscreen shaders, let’s work on a classic security camera-like render, with a single-colored image, some glitchy scanlines, a bit of lens distortion, and a grainy filter (see Figure 14.10).

Figure 14.10 – Demo of our soon-to-be fullscreen Security Camera shader

Figure 14.10 – Demo of our soon-to-be fullscreen Security Camera shader

To do this, we’ll rely on both a fullscreen shader and a couple of built-in postprocessing effects. We’ll start by implementing all the base features of our security camera effect, before adding in the postprocessing filters to boost the result even further.

Implementing the color tinting and scanlines

Our security camera effect will be handled by a SecurityCamera Shader Graph asset that is, once again, based on the Fullscreen Shader Graph URP template.

We will start by using the URP Sample Buffer node to get our initial render image, and multiply it by a single green color to tint it globally, as follows...