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

Appendix: Some Quick Refreshers on Shaders in Unity

No matter how many tutorials you watch, and how many books you read, chances are that you won’t be able to get to the real stuff if you don’t have the basics. So, if you want to have a quick run through the fundamentals of shaders and how to create them in Unity with the built-in legacy system before diving deeper into Unity’s newest render pipelines and shader tools, go ahead and take a peek at these core notions on shaders.

In this Appendix, we will cover the following topics:

  • Diving into what shaders are exactly
  • Rendering 3D scenes on a 2D screen
  • Exploring SubShader and Pass tags
  • Recalling the basics of z-buffering and blending modes
  • Reviewing textures and UV mapping

If you feel you are a bit shaky on some aforementioned points or you would like to remember all the neat words technical artists use to talk about their masterpieces, stick with me for this rapid review of the...