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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 explored the technique of ray marching and discovered how to apply it to the rendering of simple shapes or more advanced effects, such as clouds.

We first talked about the theory behind ray marching and focused on the importance of SDFs for defining arbitrarily complex surfaces.

Then, we saw how to implement a basic ray marching algorithm in Unity to render either a sphere or several random shapes. We also took this opportunity to reuse the compute shaders we introduced in Chapter 7, and we discussed how this technique allows us to create an infinity of procedural scenes quickly and easily.

Finally, we dived into a famous application of ray marching: the rendering of volumetrics such as clouds. We made our own skybox shader that creates a blue sky filled with clouds and used ray marching to give the clouds more volume. We then simulated light absorption and transmittance using color gradients and clever visual tricks.

This concludes our overview...

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