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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

Understanding the fundamentals of ray marching

Before diving into the practical applications and implementation tricks of ray marching, let’s first have a quick run through the concepts it relies on.

In the upcoming sections, we will first introduce the concept of signed distance functions (SDFs) for representing arbitrarily complex shapes, then understand how this notion can be used to actually compute 3D renders, and finally, have a look at how to add shading to ray marching visualizations.

Describing a shape with SDFs

At the core of the ray marching process is a concept called the signed distance function, or SDF. To put it simply, SDFs are mathematical functions that take a point in space (represented by its X, Y, and Z coordinates) and return how far it is from a surface.

It may seem like a strange idea to compute surfaces at first, but the power of SDFs is that they can describe quite complex shapes in just a few lines, and they allow us to render surprising...

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