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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 discussed the three pipelines Unity offers us – the built-in render pipeline, the URP, and the HDRP. We saw how these templates differ from one another, what their strengths and limitations are, and how we can customize their features to better understand the rendering process in Unity.

We also took this opportunity to introduce some tools and techniques that we will discuss in more detail in upcoming chapters, such as compute shaders and CommandBuffers.

Finally, we saw how the SRPs themselves are designed for performance, and how we can optimize our shaders, thanks to the SRP Batcher.

A key point of this analysis is that today, the URP is slowly becoming the de facto solution for Unity rendering. With its diverse applications, its out-of-the-box optimizations, and its beginner-friendly shader creation tools, such as Shader Graph, it is slowly taking over the built-in pipeline. This is why, in the rest of this book, we will focus on the URP...

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