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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
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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

Optimizing Your Code, or Making Your Own Pipeline?

In the previous chapter, we explored some of the tools Unity provides us with for creating efficient cross-platform shaders. We talked about built-in shader compilation tricks, shader branching, and useful macros.

But, of course, compiling shaders properly is not the only way you can optimize your rendering. If you want to get the most out of your shaders, you also need to make the right choices when actually coding them up.

Or, even better, if you know your renders require very specific processing, you might opt out of Unity’s default generalist pipelines and make your own!

So, in this chapter, we are going to explore a few tips and techniques for optimizing your shader code and gaining some precious extra milliseconds. To do so, we’ll talk about the following topics:

  • Picking the right shading model
  • Optimizing your runtime performance
  • Creating your own SRP
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