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

Summary

Over the course of this chapter, we have reviewed a famous shading model for 3D rendering: Blinn-Phong. We recalled the fundamentals of 3D lighting, and we saw how to compute and composite the components of a basic lighting model, the ambient/diffuse/specular model.

We then applied our theoretical study of the Blinn-Phong model in Unity to create our own Blinn-Phong shader with the built-in legacy pipeline.

Finally, we covered a few tricks and tools for improving our material inspectors so that users can easily tweak the settings of our shader.

You should now feel at ease with all the base concepts of writing shaders with Unity’s built-in render pipeline, applying them on objects, thanks to materials, and setting their properties in the inspector, which means that you are ready to dive into Unity’s new shading tools!

The next chapter will introduce us to this new world by exploring the other rendering pipelines Unity offers and explaining when they are useful and how to use them in your game projects.