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

Using fullscreen shaders in URP

Before we get to actually creating fullscreen shaders, let’s take a second to see how this kind of shader works in URP, and in particular how this render pipeline evolved to gradually make this feature easier and easier to use.

In this first section, we’re going to have a quick look at the old way of doing things with the built-in render pipeline, and then we’ll see how the URP pipeline changed over the years to eventually incorporate fullscreen shaders as a readily available tool.

The case of the built-in render pipeline

In the past, any shader creator who worked with the built-in render pipeline was fairly pleased to create a fullscreen effect shader, because it was simple. You would just need to do three things:

  1. Prepare your screen shader.
  2. Create a new material asset using this shader.
  3. Add a MonoBehaviour script to your scene camera object containing the OnRenderImage function, to essentially apply this...