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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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Toc

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

Index

As this ebook edition doesn't have fixed pagination, the page numbers below are hyperlinked for reference only, based on the printed edition of this book.

Symbols

2D box blur screen effect

setting up 430-433

2D image

wrapping, on 3D shape 448, 449

2D outlines

animation, adding to outline 349-352

creating 339

simple outline, implementing 340-346

stroke glow, creating 346-348

3D rendering pipeline 437, 438

3D rendering pipeline, steps 437

fragments 438

rasterization 437

vertex shader 437

3D scenes

rendering, on 2D screen 437

3D shape

2D image, wrapping on 448, 449

A

AdditionalLights Sub Graph 128

Alan Zucconi’s interactive map 389

mipmapping and texture sampling 390

normal extrusion 390

tangent and normal computation 391

vertex positions, remapping to UVs 391

albedo 92

albedo feature, toon shader

implementing 115-118

alpha clipping 92, 93

alpha clipping, toon...

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