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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

Summary

In this chapter, we discussed the three pipelines Unity offers us – the built-in render pipeline, the URP, and the HDRP. We saw how these templates differ from one another, what their strengths and limitations are, and how we can customize their features to better understand the rendering process in Unity.

We also took this opportunity to introduce some tools and techniques that we will discuss in more detail in upcoming chapters, such as compute shaders and CommandBuffers.

Finally, we saw how the SRPs themselves are designed for performance, and how we can optimize our shaders, thanks to the SRP Batcher.

A key point of this analysis is that today, the URP is slowly becoming the de facto solution for Unity rendering. With its diverse applications, its out-of-the-box optimizations, and its beginner-friendly shader creation tools, such as Shader Graph, it is slowly taking over the built-in pipeline. This is why, in the rest of this book, we will focus on the URP...

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