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


As this ebook edition doesn't have fixed pagination, the page numbers below are hyperlinked for reference only, based on the printed edition of this book.


2D box blur screen effect

setting up 430-433

2D image

wrapping, on 3D shape 448, 449

2D outlines

animation, adding to outline 349-352

creating 339

simple outline, implementing 340-346

stroke glow, creating 346-348

3D rendering pipeline 437, 438

3D rendering pipeline, steps 437

fragments 438

rasterization 437

vertex shader 437

3D scenes

rendering, on 2D screen 437

3D shape

2D image, wrapping on 448, 449


AdditionalLights Sub Graph 128

Alan Zucconi’s interactive map 389

mipmapping and texture sampling 390

normal extrusion 390

tangent and normal computation 391

vertex positions, remapping to UVs 391

albedo 92

albedo feature, toon shader

implementing 115-118

alpha clipping 92, 93

alpha clipping, toon...