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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

Appendix: Some Quick Refreshers on Shaders in Unity

No matter how many tutorials you watch, and how many books you read, chances are that you won’t be able to get to the real stuff if you don’t have the basics. So, if you want to have a quick run through the fundamentals of shaders and how to create them in Unity with the built-in legacy system before diving deeper into Unity’s newest render pipelines and shader tools, go ahead and take a peek at these core notions on shaders.

In this Appendix, we will cover the following topics:

  • Diving into what shaders are exactly
  • Rendering 3D scenes on a 2D screen
  • Exploring SubShader and Pass tags
  • Recalling the basics of z-buffering and blending modes
  • Reviewing textures and UV mapping

If you feel you are a bit shaky on some aforementioned points or you would like to remember all the neat words technical artists use to talk about their masterpieces, stick with me for this rapid review of the...

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