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

Simulating Geometry Efficiently

As you probably know, video games, just like movies, are very much about devices and tricks to make the viewers believe what the creator wants. However, with games, because you have to actually display a completely made-up world from scratch, your illusion has to also hold up to some standards in terms of performance – otherwise, the whole thing will crumble instantly.

This issue of finding the right trade-off between visuals and efficiency appears very frequently with shader creation, obviously. A good technical artist should be able to create stunning effects with a minimal computational cost. This search for efficient visual artifice has led to the invention of many techniques, in particular to try and fake geometry. This is because, ultimately, rendering many polygons is always hard on machines.

So, in this chapter, we will discuss three common shader tricks for adding geometry, details, or transformations to our objects in an optimized...