Become a Unity Shaders Guru: Create advanced game visuals using code and graphs in Unity 2022
Author:: Mina Pêcheux (Author)
Publisher finelybook 出版社: Packt Publishing
Publication Date 出版日期: 2023-07-14
Language 语言: English
Print Length 页数: 492 pages
ISBN-10: 1837636745
ISBN-13: 9781837636747
Book Description
Discover the new URP render pipeline, the Shader Graph tool, and a range of advanced shading techniques to bring out the beauty of your 2D/3D game projects
Key Features
- Discover the new shader tools (URP and Shader Graph) provided in Unity 2022 and work either in HLSL code, or with visual node-based editing
- Learn advanced tricks to optimize your rendering pipeline
- Experience how to apply these concepts to create a variety of 2D and 3D game shaders
Book Description
Do you really know all the ins-and-outs of Unity shaders? Time to step up your game and dive into the new URP render pipeline, the Shader Graph tool, and advanced shading techniques to bring out the beauty in your 2D/3D game projects!
“Become a Unity Shaders Guru” is here to help you transition from the built-in render pipeline to the SRP pipelines and learn the latest shading tools. It dives deeper into Unity shaders by explaining the essential concepts through practical examples. You will first get a refresher on how to create a simple shading model in the Unity built-in render pipeline, and then move on to the Unity URP render pipeline and Shader Graph, discovering a wide range of applications in the process. You will explore common game shader techniques, ranging from interior mapping to burning down a candle or simulating the wobble of a fish. You will even read about alternative rendering techniques, like Ray Marching.
By the end of this book, you’ll have learned to create a wide variety of 2D and 3D shaders with Unity’s URP pipeline (both in HLSL code and with the Shader Graph tool), and you’ll know some optimization tricks to make your games more friendly to low-tier devices.
What you will learn
- Understand the main differences between the legacy render pipeline and the SRP ones
- Create shaders in Unity 2022, with HLSL code and the Shader Graph 10 tool
- Implement common game shaders with the URP Render Pipeline and get a feel for their various applications (VFX, animation, procedural generation and many more)
- Experiment with offloading work from the CPU to the GPU
- Recognize the available optimization tools, and when to use them
- Discover useful URP shaders to learn from, and re-adapt to your liking in your own projects
Who This Book Is For
This book is intended for Technical Artists who have worked with Unity and want to get a deeper understanding of Unity render pipelines and its visual node-based editing tool. Seasoned game developers who are looking for reference shaders using the recent URP render pipeline may also find this book useful. A basic level programming experience in HLSL can help you with the code-oriented chapters, and you should already be familiar with Unity, its layout and its common usage.
Table of Contents
- Re-coding a Basic Blinn-Phong Specular Shader with Unity/CG
- The 3 Unity Render Pipelines
- Writing Your First URP Shader
- Transforming Your Shader Into the Unity Lit PBS Shader
- Discovering the Shader Grap with a Toon Shader!
- Simulating Geometry Efficiently
- Exploring the Unity Compute Shaders
- The Power of Ray Marching
- Shader Compilation, Branching & Variants
- Optimizing Your Code, or Making Your Own Pipeline?
- A Little Suite of 2D Shaders
- Vertex Displacement Shaders
- Wireframes & Geometry Shaders
- Screen Effect Shaders
- Appendix: Some Quick Refreshers on Shaders in Unity
Review
“This book offers the most up to date and modern review of shaders in Unity. The theoretical explanation is enough (although not completely mathematical), and the tutorial-like chapters are clear with pictures depicting the results. Buy this book if you want to get into shaders with Unity, both with code and via the shader graph.”
—
Ali Civril, Assoc. Prof. at Istanbul Atlas University
About the Author
Mina Pêcheux is a freelance content creator who has been passionate about game development since an early age. She is a graduate of the French Polytech School of Engineering in applied mathematics and computer science. After a couple of years of working as a data scientist and web developer in startups, she turned to freelancing and online instructional content creation to reconnect with what brightens her days: learning new things everyday, sharing with others and creating multi-field projects mixing science, technology, and art.
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