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

Coding our lit PBS shader logic

Alright, we now have a nice structure for our PBS lit shader with the proper keywords and include statements. We also know what our data structures look like, so the next step is to discuss how to compute all these fields and fill in the logic to use all of this.

In the upcoming sections, we will prepare the various properties that our shader will offer to users to better control the shading result, then see how to initialize our SurfaceData and InputData structures, and finally, design the vertex and fragment shader functions.

Preparing our shader properties

We saw in the Discovering Unity PBR-related tooling section that we wanted our shader to support the most frequent PBS options – albedo, metallic or specular reflections, occlusion, normals, and so on.

Of course, we want our users to be able to tweak all of these parameters, so we want to expose various properties in the inspector panel for them. Let’s have a look at each...