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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

What this book covers

Chapter 1, Re-Coding a Basic Blinn-Phong Shader with Unity/CG, gives a quick reminder on how to create shaders in Unity with the built-in render pipeline and the Nvdia Cg language.

Chapter 2, The Three Unity Render Pipelines, details the differences between Unity’s built-in render pipeline and the two new render pipelines: the URP and the High-Definition Render Pipeline (HDRP).

Chapter 3, Writing Your First URP Shader, introduces the fundamentals of writing shaders for the new URP pipeline using HLSL instead of Cg.

Chapter 4, Transforming Your Shader into a Lit PBS Shader, builds on the previous chapter and shows how to integrate physically based shading in your URP shaders.

Chapter 5, Discovering the Shader Graph with a Toon Shader, introduces Unity’s new node-based visual shader editing tool, Shader Graph, and explains how to use it with a common example of custom shading – toon cel-shading.

Chapter 6, Simulating Geometry Efficiently, covers a few techniques for cleverly giving the illusion of extra geometry while maintaining correct real-time performance, such as billboarding, parallax mapping, and interior mapping.

Chapter 7, Exploring the Unity Compute Shaders and Procedural Drawing, discusses what compute shaders are and how we can use them to offload computation from the CPU to the GPU and increase the performance of our games.

Chapter 8, The Power of Ray Marching, dives into an alternative rendering method where you build your entire scene just using mathematics!

Chapter 9, Shader Compilation, Branching, and Variants, shifts the focus to shader optimization and tells you how you can use various keywords in your shaders to improve the performance of your final game after the build.

Chapter 10, Optimizing Your Code or Making Your Own Pipeline?, adds to the knowledge of the previous chapter and offers another set of tricks for optimizing your shaders, as well as a basic overview of custom render pipelines.

Chapter 11, A Little Suite of 2D Shaders, takes you through the creation of a series of shaders for your sprites ranging from simple color-swapping to outlining or dissolving effects.

Chapter 12, Vertex Displacement Shaders, explains how to use the vertex displacement technique to create procedural animations or simulate the waves on a water plane.

Chapter 13, Wireframes and Geometry Shaders, teaches you about geometry shaders and highlights the limitations of this tool, especially when targeting Mac users, before taking you through a common application of the technique to create a wireframe render.

Chapter 14, Screen Effect Shaders, wraps up this book by discussing fullscreen shaders, which make it easy to apply screen-wide effects and make a personal atmosphere for your game.

Appendix: Some Quick Refreshers on Shaders in Unity, compiles a few handy worth-remembering base concepts for creating shaders in Unity, be it with the built-in render pipeline or the new URP and HDRP pipelines.

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