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


In this chapter, we discovered how to work with the Shader Graph to create our shaders using a node-based visual editor.

We first explored the main benefits of this alternate workflow compared to the creation of shaders via code and then detailed the Shader Graph editor interface.

Then, we worked on a practical example and created a toon shader inspired by the one in Unity’s first open source project, Chop-Chop. This allowed us to learn how to use Sub Graphs to make our logic modular and easy to read, how to do basic texture sampling and color tinting, and how to compute more advanced values, such as lighting contribution, thanks to custom HLSL functions. We also took advantage of the technique of ramp shading to turn our smooth color gradients into sharp color transitions to produce a cel-shaded look in our renders.

In the last section, we introduced the notion of a scriptable render feature to provide our URP with more features and used this tool to add an...