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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 worked on the fundamentals of writing HLSL shaders for the new URP pipeline by studying a very common shader for modern video games – a PBS lit shader.

We talked about all the built-in helpers and functions the URP offers to help us design lighting, especially for such a common type of shading. We also focused on shader keywords and the additional data structures that physically based shading requires, compared to our previous unlit shader.

We then coded the logic of our shaders to display various properties and properly initialize the data structures. Finally, we saw how to pass all the required data in our vertex and fragment shader functions.

Now, we are fairly familiar with the basics of HLSL-based shaders for the Unity URP pipeline, and we even know where to look for built-in macros and handy ready-made functions. This is important for an advanced Unity technical artist because it means that you will be able to explore the ecosystem...

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