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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
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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

The Power of Ray Marching

In Chapter 6, we saw a few techniques to boost basic geometry and add details to cubes or planes using textures and clever shading tricks. We explored how parallax mapping and interior mapping are nice and easy-to-understand techniques because they make you manipulate common asset types, namely meshes and images.

The issue with these methods, however, is that they require your team to produce the aforementioned assets. If the members of your game development team don’t have the time or skills to create the right textures or the right base geometries, you won’t be able to apply your shader to anything!

To counteract this issue, a growing trend is procedural generation, which basically is about using controlled randomness to auto-create viable parts of your game based on a set of rules. This idea of scripted generation is particularly interesting if you are more into development than art, you want to produce assets quickly and in a modular...

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