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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

Using the built-in render pipeline

Up until now, we have looked at Unity’s built-in or legacy render pipeline. This was a good way to learn how to make shaders in this game engine. However, this pipeline also has its share of limitations.

So, in this first section, let’s discuss the advantages and drawbacks of this pipeline, as well as how we can extend it, thanks to CommandBuffers.

A handy but limited pipeline

The built-in pipeline has several advantages:

  • The most obvious plus is that it is readily available as soon as you create a new Unity project with a basic template. It lets you get familiar with the whole toolchain of shaders, materials, and mesh renderers.
  • Since it’s been around for a long time, the built-in render pipeline is also compatible with a large number of pre-existing shaders, VFX, third-party tools, and learning resources.
  • Of course, because it is a general-purpose render pipeline, it handles most of the common use cases...
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