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