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

Recalling the basics of z-buffering and blending modes

Another essential component of a shader is how it interacts with the rest of the environment, or in other words, what kind of behavior you expect from an object using your shader. Should it always be rendered in front of the rest? Should it be visible both from the front and the back? Should it be partially transparent and mix with the background color?

This scene interaction can be separated into two parts:

  • On the one hand, it is crucial to decide whether your camera should render your shader in the front or in the back – to optimize the rendering process, a clever thing to do is to check whether some opaque objects are masking others, and thus we can decide whether we can ignore the ones further away or discard all the faces that are not visible from our point of view. To do this, we can rely on the technique of z-buffering.
  • On the other hand, there are still cases where you will have one or more objects...