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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

Part 5: The Toolbox

Throughout the first four parts of this book, we deepened our understanding of Unity shaders, especially when using the new URP pipeline, and we discovered how to use both HLSL code and the Shader Graph tool to create various effects and illusions. We also saw a few tricks to optimize our shaders and make the most of our devices.

To finish our exploration of shaders, we will go through the most common types of shaders and, for each category, discuss a few examples to expand our horizons, preparing a little toolbox of commonly used tools that you’ll be able to refine and adapt in your own future projects.

In this part, we will cover the following chapters:

  • Chapter 11, A Little Suite of 2D Shaders
  • Chapter 12, Vertex Displacement Shaders
  • Chapter 13, Wireframes and Geometry Shaders
  • Chapter 14, Screen Effect Shaders
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