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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

Summary

In this chapter, we discovered various tricks to efficiently simulate geometry and details on our objects.

In the first section, we discussed the technique of billboarding, an easy-to-implement and yet very powerful tool for displaying “3D as 2D” in a Unity scene, and render vegetation or in-game HUD elements.

Then, we talked about parallax mapping and studied how this technique can create a fake depth effect, with no additional geometry or textures required – we saw we just need to displace the UVs on our surface in a clever way, based on the current view angle. We implemented a few Unity shaders with this feature, both from scratch and with the help of the URP built-in nodes.

Finally, we explored one last trick to simulate volume that derives from parallax mapping, called interior mapping. We learned that using just a cubemap asset, this tool allows us to create great-looking rooms inside of buildings with minimal computational cost, and that...

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