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  • Book Overview & Buying Become a Unity Shaders Guru
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Become a Unity Shaders Guru

Become a Unity Shaders Guru

By : Mina Pêcheux
4.9 (20)
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Become a Unity Shaders Guru

Become a Unity Shaders Guru

4.9 (20)
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)
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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

Studying a common use case – the rendering of volumetric clouds

So far, we have seen how ray marching allows us to create arbitrarily complex shapes based on SDFs and 3D surfaces. This makes it easy to create procedural scenes with solid shapes, like the ones shown in Figure 8.12.

But ray marching can also be taken one step further, to actually render 3D volumes. For example, thanks to this technique, we can create fairly realistic clouds like these ones:

Figure 8.13 – Volumetric clouds rendered on the scene skybox using ray marching

Figure 8.13 – Volumetric clouds rendered on the scene skybox using ray marching

So, our goal here will be to create a material shader for the skybox of the scene, to have it display volumetric clouds similar to the ones shown in Figure 8.13.

In the following sections, we are going to implement our shader step by step and discuss how we can adapt our ray marching principles to the case of volume rendering. Then, we will see how we can use mathematical noise to create interesting shapes...

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