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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

Coding our lit PBS shader logic

Alright, we now have a nice structure for our PBS lit shader with the proper keywords and include statements. We also know what our data structures look like, so the next step is to discuss how to compute all these fields and fill in the logic to use all of this.

In the upcoming sections, we will prepare the various properties that our shader will offer to users to better control the shading result, then see how to initialize our SurfaceData and InputData structures, and finally, design the vertex and fragment shader functions.

Preparing our shader properties

We saw in the Discovering Unity PBR-related tooling section that we wanted our shader to support the most frequent PBS options – albedo, metallic or specular reflections, occlusion, normals, and so on.

Of course, we want our users to be able to tweak all of these parameters, so we want to expose various properties in the inspector panel for them. Let’s have a look at each...

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