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Unity 6 Shaders and Effects Cookbook

You're reading from   Unity 6 Shaders and Effects Cookbook Over 50 recipes for creating captivating visual effects in Unity and enhancing your game's visual impact

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Product type Paperback
Published in Jul 2025
Publisher Packt
ISBN-13 9781835468579
Length 532 pages
Edition 5th Edition
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (20) Chapters Close

Preface
1. Part I: Foundations of Shading and Rendering in Unity
2. Using Post-Processing with URP FREE CHAPTER 3. Creating Your First Shader with Shader Graph 4. Working with Surfaces 5. Working with Texture Mapping 6. Enhancing Realism: Unity Muse and Physically Based Rendering 7. Part II: Advanced Shader Effects and Geometry Manipulation
8. Using Vertex Functions 9. Using Grab Passes 10. Part III: Performance Optimization and Fullscreen Effects
11. Optimizing Shaders 12. Creating Screen Effects with Fullscreen Shaders 13. Gameplay and Screen Effects 14. Part IV: Section Custom Lighting and Advanced Shader Programming
15. Understanding Lighting Models 16. Developing Advanced Shading Techniques 17. Utilizing the HDRP 18. Other Books You May Enjoy
19. Index

Creating Your First Shader with Shader Graph

This chapter explores common diffusion techniques in modern shading pipelines. In 3D graphics, light interacts with surfaces differently based on direction and viewing angle, adding realism through shaders—specialized programs that simulate light behavior. For instance, a wooden and metal cube may share the same model but appear distinct due to their respective shaders.

In this chapter, you’ll be introduced to Shader Graph in Unity, a visual tool for creating shaders without writing code. Whether you’re new to shaders or have limited experience, this chapter provides the foundation to understand how shaders work and how to customize them. By the end of the chapter, you’ll be able to create basic shaders and execute fundamental visual operations using Shader Graph.

In this chapter, we will be covering the following recipes:

  • Implementing a simple Shader Graph
  • Adding properties to a shader...
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