Part 2: Stepping Up to URP and the Shader Graph
Now that we’ve brushed up on our knowledge of creating shaders with the Unity built-in render pipeline, it’s time to level up our shader skills and learn about Unity’s new shader tools. In this second part, we’ll begin by talking about Unity’s new Scriptable Render Pipelines (such as the URP and HDRP pipelines). Then, we’ll focus on the URP pipeline and see how to write shaders for this render pipeline, both in HLSL code and using the new node-based visual editing tool – the Shader Graph.
In this part, we will cover the following chapters:
- Chapter 2, The Three Unity Render Pipelines
- Chapter 3, Writing Your First URP Shader
- Chapter 4, Transforming Your Shader into a Lit PBS Shader
- Chapter 5, Discovering the Shader Graph with a Toon Shader