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

Writing Your First URP Shader

Thanks to the first two chapters, we are now familiar with both the old way of writing shaders using the built-in render pipeline and the idea that we could improve our workflow by switching to the new Universal Render Pipeline (URP). However, we still don’t know exactly what this implies for our shader scripts, and how to actually create our effects with this new setup.

Although Unity now puts the node-based shader editing in the foreground with its Shader Graph, it is still interesting to know what goes on behind the scenes and to have an idea of how to write shader code for this new render pipeline via code. This will give you more knowledge of the overall shading pipeline and help you decipher some obscure documentation or a discreet thread on a great but rare shader effect, and be useful if your shaders require some custom functions – for which you will need to write your own scripts.

So, throughout this chapter, we will learn...