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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

Summary

In this chapter, we’ve discussed geometry shaders.

First, we talked about the base principles behind geometry shaders – we saw what they are, how they work, and also why they can be limited or risky to use. In particular, we focused on the case of Apple devices, which are now discontinuing the support for this kind of shader, thus requiring us to think twice before using them if we need full cross-platform compatibility.

We then studied a classical geometry shader application, which is rendering a wireframe version of our meshes. In just a few dozen lines, we were able to code a URP unlit shader script that highlights the geometry of our 3D models by drawing the edges of each triangle, which even works in-game, at runtime.

We are now nearing the end of this book, and we have seen a lot of examples that have taught us various tricks about modern Unity shaders and the new URP pipeline. To wrap all of this up, our next and final chapter will examine one...

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