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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 how to work with the Shader Graph to create our shaders using a node-based visual editor.

We first explored the main benefits of this alternate workflow compared to the creation of shaders via code and then detailed the Shader Graph editor interface.

Then, we worked on a practical example and created a toon shader inspired by the one in Unity’s first open source project, Chop-Chop. This allowed us to learn how to use Sub Graphs to make our logic modular and easy to read, how to do basic texture sampling and color tinting, and how to compute more advanced values, such as lighting contribution, thanks to custom HLSL functions. We also took advantage of the technique of ramp shading to turn our smooth color gradients into sharp color transitions to produce a cel-shaded look in our renders.

In the last section, we introduced the notion of a scriptable render feature to provide our URP with more features and used this tool to add an...

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