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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

Transforming Your Shader into a Lit PBS Shader

In Chapter 3, we discovered the basics of programming a shader for the new Universal Render Pipeline (URP) using HLSL code. We saw how it differs from legacy shader scripting, focused on a few commonly used built-in variables and functions that must be changed when switching over to this new ecosystem, and eventually applied all of this theory to a hands-on example. As a result, by the end of that chapter, we had a simple unlit URP shader with a base color and a main texture property.

This was a nice introduction to the topic, but of course, modern video games only rarely ship with this rough a shading level – while having all of your objects unlit could be a conscious artistic choice, it would be interesting to also be able to create lit shaders, right?

This is why, in this chapter, we will build upon the unlit URP shader we wrote previously and implement all that is required to take into account the main and additional lights...

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