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

Faking depths and heights with parallax mapping

We’ve seen that billboarding makes it easy to highlight elements in a 3D scene by tweaking their transform and that it can also be used to render vegetation efficiently.

The problem is that this technique can only go so far in simulating geometry. If you walk toward a tree using billboarding and examine its leaves, you might eventually see that there is no real geometry there.

A better way to create this illusion of depth without needing any additional geometry or textures is to have our shader displace the UVs just in the right way for our brains to think there is more volume to see than what is really in the scene. This technique is called parallax mapping, and it was first introduced by Tomomichi Kaneko et al. in a 2011 article (available for free over here:

So, in the next sections, we will examine this second trick...