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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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Author (1):
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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

Making 2D outlines

After this brief introduction to 2D sprite shaders, we will move on to another nice topic for 2D shaders: the auto-outlining of sprites, thanks to dynamic and tweakable stroke shaders. Our goal here is to build more and more advanced shaders to introduce new effects gradually and create more complex outlines around our sprites.

We will first begin with a simple outline using one solid color, then we will see how to use post-processing and HDR emissive colors to add glow, and finally, we will study how to make animated shaders that use the current time in their logic.

Implementing a simple outline

First of all, let’s see how to implement a simple sprite outline for a pixel-perfect sprite. This is a simple technique for adding a stroke that relies only on copying and translating. It doesn’t handle corners, so it doesn’t work very well for smooth sprites, but here is how it will look on our sample pixel-perfect sphere:

Figure 11.17 – Pixel-perfect sphere sprite without (left) and with (right) our soon-to-be Outline shader ...
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