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Become a Unity Shaders Guru

You're reading from   Become a Unity Shaders Guru Create advanced game visuals using code and graphs in Unity 2022

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Product type Paperback
Published in Jul 2023
Publisher Packt
ISBN-13 9781837636747
Length 492 pages
Edition 1st Edition
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Mina Pêcheux Mina Pêcheux
Author Profile Icon Mina Pêcheux
Mina Pêcheux
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Table of Contents (23) Chapters Close

Preface 1. Part 1: Creating Shaders in Unity
2. Chapter 1: Re-Coding a Basic Blinn-Phong Shader with Unity/CG FREE CHAPTER 3. Part 2: Stepping Up to URP and the Shader Graph
4. Chapter 2: The Three Unity Render Pipelines 5. Chapter 3: Writing Your First URP Shader 6. Chapter 4: Transforming Your Shader into a Lit PBS Shader 7. Chapter 5: Discovering the Shader Graph with a Toon Shader 8. Part 3: Advanced Game Shaders
9. Chapter 6: Simulating Geometry Efficiently 10. Chapter 7: Exploring the Unity Compute Shaders and Procedural Drawing 11. Chapter 8: The Power of Ray Marching 12. Part 4: Optimizing Your Unity Shaders
13. Chapter 9: Shader Compilation, Branching, and Variants 14. Chapter 10: Optimizing Your Code, or Making Your Own Pipeline? 15. Part 5: The Toolbox
16. Chapter 11: A Little Suite of 2D Shaders 17. Chapter 12: Vertex Displacement Shaders 18. Chapter 13: Wireframes and Geometry Shaders 19. Chapter 14: Screen Effect Shaders 20. Index 21. Other Books You May Enjoy Appendix: Some Quick Refreshers on Shaders in Unity

Learning the essentials of Shader Graph

This quick introduction to the Shader Graph workflow was nice, but to truly understand how to use all of these new tools, we are going to go through a real example – the creation of a cel-shaded outlined shader.

Although it is not actively developed anymore, the main inspiration for our toon shader will be Unity’s open source project Chop-Chop (available at https://github.com/UnityTechnologies/open-project-1). Figure 5.5 shows a screenshot of what we are aiming for:

Figure 5.5 – Screenshot of Chop-Chop, Unity’s first open source project

Figure 5.5 – Screenshot of Chop-Chop, Unity’s first open source project

In this section, we will first discuss the features we want our shader to have, then implement each in turn: the albedo, the alpha clipping, the emission, and the specular.

An overview of the toon shader

Before diving into the implementation of our shader, let’s quickly list the different features we want it to have. To recreate something...

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