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

Reviewing textures and UV mapping

To finish this quick review of the shader fundamentals, let’s have a short discussion on textures and UV mapping. Although we often think of the albedo (which means, the main color) when we hear the word texture, the truth is that shaders use a wide range of textures for diverse reasons, and they can be a valuable tool for optimizing your rendering. Of course, using 2D textures on 3D objects naturally implies converting between these two worlds, thus the need for the UV mapping process.

In the following sections, we are going to quickly refresh our knowledge of UVs and textures before discussing special types of textures and studying how to declare and use textures in a Unity shader code.

Wrapping a 2D image on a 3D shape

Textures are, as you know, 2D images. Therefore, the first step to using them in a 3D scene, and on 3D objects, is to find a technique to project this 2D plane onto the 3D shape. This is done via the process of UV...