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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

Having fun with overlay textures, dissolves, and holograms

For this final series of 2D shaders, we will examine useful yet easy-to-implement shader effects that can be directly applied in video games to show a specific state of a character or have it appear in an interesting way.

Namely, we will see how to overlay a texture on top of our sprite with various mixing operations, create a parametrized dissolve effect, and make our image look like a shiny hologram.

Showing an overlay texture

To start this series of advanced shaders, let’s do an easy one: a basic texture overlay with controllable parameters. This is typically something that is very quick to do with shaders in a game engine and pretty much impossible without them.

In short, the idea is simply to use some mix factors to blend the colors of our original sprite with the colors of a user-defined overlay texture in a dynamic and easy-to-tweak way. You might remember that we already talked about that sort of...

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