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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

Using fullscreen shaders in URP

Before we get to actually creating fullscreen shaders, let’s take a second to see how this kind of shader works in URP, and in particular how this render pipeline evolved to gradually make this feature easier and easier to use.

In this first section, we’re going to have a quick look at the old way of doing things with the built-in render pipeline, and then we’ll see how the URP pipeline changed over the years to eventually incorporate fullscreen shaders as a readily available tool.

The case of the built-in render pipeline

In the past, any shader creator who worked with the built-in render pipeline was fairly pleased to create a fullscreen effect shader, because it was simple. You would just need to do three things:

  1. Prepare your screen shader.
  2. Create a new material asset using this shader.
  3. Add a MonoBehaviour script to your scene camera object containing the OnRenderImage function, to essentially apply this...
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