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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

Recalling the basics of z-buffering and blending modes

Another essential component of a shader is how it interacts with the rest of the environment, or in other words, what kind of behavior you expect from an object using your shader. Should it always be rendered in front of the rest? Should it be visible both from the front and the back? Should it be partially transparent and mix with the background color?

This scene interaction can be separated into two parts:

  • On the one hand, it is crucial to decide whether your camera should render your shader in the front or in the back – to optimize the rendering process, a clever thing to do is to check whether some opaque objects are masking others, and thus we can decide whether we can ignore the ones further away or discard all the faces that are not visible from our point of view. To do this, we can rely on the technique of z-buffering.
  • On the other hand, there are still cases where you will have one or more objects...
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