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Become a Unity Shaders Guru

You're reading from  Become a Unity Shaders Guru

Product type Book
Published in Jul 2023
Publisher Packt
ISBN-13 9781837636747
Pages 492 pages
Edition 1st Edition
Languages
Author (1):
Mina Pêcheux Mina Pêcheux
Profile icon Mina Pêcheux

Table of Contents (23) Chapters

Preface 1. Part 1: Creating Shaders in Unity
2. Chapter 1: Re-Coding a Basic Blinn-Phong Shader with Unity/CG 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

Studying a common use case – the rendering of volumetric clouds

So far, we have seen how ray marching allows us to create arbitrarily complex shapes based on SDFs and 3D surfaces. This makes it easy to create procedural scenes with solid shapes, like the ones shown in Figure 8.12.

But ray marching can also be taken one step further, to actually render 3D volumes. For example, thanks to this technique, we can create fairly realistic clouds like these ones:

Figure 8.13 – Volumetric clouds rendered on the scene skybox using ray marching

Figure 8.13 – Volumetric clouds rendered on the scene skybox using ray marching

So, our goal here will be to create a material shader for the skybox of the scene, to have it display volumetric clouds similar to the ones shown in Figure 8.13.

In the following sections, we are going to implement our shader step by step and discuss how we can adapt our ray marching principles to the case of volume rendering. Then, we will see how we can use mathematical noise to create interesting shapes...

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