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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

Discovering Unity PBR-related tooling

Nowadays, many video games aim for renders that are as realistic as possible, and the PBR, or PBS, has become a new standard. It is, therefore, an important technique to master for modern technical artists, so let’s see how to apply it in Unity when using the URP pipeline.

In the following sections, we will have a quick glance at the shader keywords and variants that are required to make our shader lit. Then, we will have a quick look at the important tooling the URP provides us with for PBR, set up our shader keywords, and finally, introduce the four data structures our shader will use.

A quick overview of shader keywords and variants

So, before we actually dive into adding lighting to a URP shader and turning it into a lit PBS shader, we need to have a quick look at the notion of shader keywords and shader variants. We will not go into a fully detailed explanation here because we will have another in-depth run at those concepts...

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