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 our unlit URP shader

With all this theory out of the way, it’s time to write our first URP shader! For this first example, we will go for something simple – we will design a basic unlit shader that accepts a base color and a main texture.

Figure 3.3 shows what the shader will look like on a few primitive shapes with a simple checker texture and a red color:

Figure 3.3 – Example of primitive shapes with our unlit URP shader applied

Figure 3.3 – Example of primitive shapes with our unlit URP shader applied

Important note

The shader we will design in this chapter will not be production-ready. It was simplified to facilitate the exploration of HLSL-based programming but does not use some of the basic optimization tricks URP offers (in particular, it is not compatible with the SRP Batcher).

To get ready to write our unlit URP shader, let’s follow these steps:

  1. Create a new shader script file by right-clicking on our Project panel and going to the Create | Shader | Unlit Shader menu...