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 various tricks to efficiently simulate geometry and details on our objects.

In the first section, we discussed the technique of billboarding, an easy-to-implement and yet very powerful tool for displaying “3D as 2D” in a Unity scene, and render vegetation or in-game HUD elements.

Then, we talked about parallax mapping and studied how this technique can create a fake depth effect, with no additional geometry or textures required – we saw we just need to displace the UVs on our surface in a clever way, based on the current view angle. We implemented a few Unity shaders with this feature, both from scratch and with the help of the URP built-in nodes.

Finally, we explored one last trick to simulate volume that derives from parallax mapping, called interior mapping. We learned that using just a cubemap asset, this tool allows us to create great-looking rooms inside of buildings with minimal computational cost, and that...