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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

Taking advantage of shader branching and shader variants

When you first started your journey in the world of shaders and you took your first steps writing vertex and fragment functions, life was easy: you wrote a single piece of code that always executed the same (see the examples shown in the Appendix: Some Quick Refreshers on Shaders in Unity, or in Chapter 1).

But now that you are getting into more advanced rendering schemes, you might want to introduce some conditional behavior into your shader code so that it executes differently under different circumstances – for example, because of one of the following reasons:

  • You want to distinguish between two target platforms and their respective graphics backends
  • You don’t want to execute expensive code such as vertex inputs or large loops
  • You want your shader to sample a different texture depending on some instance-specific data

For all those cases, you might need to add some branching logic to...

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