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Unity 6 Shaders and Effects Cookbook
Unity 6 Shaders and Effects Cookbook

Unity 6 Shaders and Effects Cookbook: Over 50 recipes for creating captivating visual effects in Unity and enhancing your game's visual impact , Fifth Edition

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Unity 6 Shaders and Effects Cookbook

Using Post-Processing with URP

Custom shaders allow you to fine-tune visuals, achieving a unique look for your project. This book focuses on writing shaders and effects, but it’s worth noting that Unity’s Universal Render Pipeline (URP) provides built-in solutions for common visual enhancements. Prebuilt shaders like the Standard Shader and configurable lighting and shadows offer a solid foundation.

For quick and effective visual improvements, URP’s integrated post-processing features provide effects such as bloom, depth of field, color grading, ambient occlusion, and motion blur. These can enhance your game’s aesthetics without requiring additional coding while offering insight into how shaders work. URP applies these effects via screen shaders, which not only save development time but also introduce key shader concepts.

This chapter covers enabling and configuring post-processing in URP, using grain, vignetting, and depth of field for a filmic...

Technical requirements

For this chapter, you’ll need Unity Editor version 6 Preview 6000.0.4f1. The instructions should remain mostly applicable in future URP-based projects. The sample project was created using the Universal 3D Core template, which includes URP preconfigured but is otherwise minimal, requiring additional content.

Figure 1.1 – Universal 3D Core template

Figure 1.1 – Universal 3D Core template

The provided code files for the book on GitHub include a Unity package named Chapter1_StartingPoint.unitypackage, located in the Unity Packages folder (https://github.com/PacktPublishing/Unity-6-Shaders-and-Effects-Cookbook/tree/main/Unity%20Packages). This package contains a basic scene and assets necessary to experiment with post-processing techniques. All recipes in this chapter rely on this environment to demonstrate their effects.

Setting up post-processing

In this recipe, you’ll learn how to set up a Unity project and enable post-processing effects in a URP project. Once enabled, you’ll gain greater control over your game’s visual style.

Earlier editions of this book used the Built-in Render Pipeline, requiring the post-processing stack from the Package Manager. However, URP includes post-processing by default, simplifying setup and allowing you to apply effects quickly.

Getting ready

To begin, launch Unity and create a 3D template project. This chapter requires an environment to observe post-processing effects. If you prefer to use the scene on its own within your own project rather than working directly from the example code, you can import the Chapter1_StartingPoint.unitypackage (found in the Unity Packages folder) which includes a basic scene and supporting assets.

For those using the example code, open Chapter 1/Starting Point from Assets/Chapter 01/Scenes folder from...

Achieving a filmic look using grain, vignetting, and depth of field

Now that we have finished setting up our project to utilize post-processing, we can create our first Post Processing Volume Profile. A volume profile is an asset that contains the settings URP uses to render a scene.

One of the most common appearances people like their projects to have is that of a film. This is used quite frequently in titles such as Red Dead Redemption 2 (2018) and The Last of Us Part II (2020). It’s also used quite effectively in Resident Evil Village (2021), as its creators aimed to emulate the cinematic horror atmosphere that the game is based on.

Figure 1.5 – Final result of the filmic look

Figure 1.5 – Final result of the filmic look

Getting ready

Make sure you have completed the Setting up post-processing recipe before starting this one.

How to do it...

Follow these steps to get a filmic look using grain, vignetting, and depth of field:

  1. First, we must create a new volume profile by...

Simulating realistic effects with bloom and motion blur

The bloom optical effect aims to mimic the imaging effects of real-world cameras. In real life, when a camera captures bright lights, the light can bleed over into adjacent areas, creating a glow around the edges of bright objects. This effect can make scenes look more vivid and dynamic, as it simulates the way cameras and the human eye perceive intense light sources. The bloom effect is very distinctive and is often used in games to create a magical or ethereal atmosphere. You’ve likely seen it employed in areas of a game that are magical, heaven-like, or otherworldly. Popular titles such as Cyberpunk 2077 (2020) and Final Fantasy XV (2016) make extensive use of bloom to enhance their visual storytelling and immerse players in their fantastical worlds.

Motion blur is another effect used to mimic real-life camera behavior. It simulates the blurring that occurs when objects move quickly within the frame, replicating...

Enhancing the atmosphere with color grading

One of the best ways to easily change the mood of a scene is by changing the colors a scene uses. One of the best examples of this can be seen in The Matrix series of films, where the real world is always blue-tinted, while the computer-generated world is always tinted green. We can emulate this in our games by using color grading:

Figure 1.22 – The final result of using color grading

Figure 1.22 – The final result of using color grading

Getting ready

Make sure you have completed the Setting up post-processing recipe before starting this one.

How to do it...

To add color grading, follow these steps:

  1. First, we must create a new volume profile by going to the Project window. From there, right-click within the Assets/Chapter 01 folder and then select Create | Rendering | Volume Profile.
  2. Once selected, we can rename the item. Go ahead and set the name to ColorGradingProfile.
  3. From the Hierarchy window, select the Global Volume object. In the...

Creating a horror game look with fog

One of the genres of games that best utilizes the features of the post-processing stack is the horror genre. Using things such as depth of field to hide scary objects, as well as static to make the screen more menacing, can help set your game firmly in the right place and provide the mood you are going for.

Figure 1.25 – The final result of our horror look

Figure 1.25 – The final result of our horror look

Getting ready

Make sure you have completed the Setting up post-processing recipe before starting this one.

How to do it...

To add color grading, follow these steps:

  1. First, we must create a new volume profile by going to the Project window. From there, right-click within the Assets/Chapter 01 folder and then select Create | Rendering | Volume Profile.
  2. Once selected, we can rename the item. Go ahead and set the name to HorrorProfile.
  3. From the Hierarchy window, select the Global Volume object. In the Inspector window, locate the Volume component...
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Key benefits

  • Explore Shader Graph to develop expertise in post-processing and advanced shading
  • Unlock shortcuts to achieve AAA shader quality without complex algorithms
  • Become proficient in Unity's latest tools, including VFX Graph and Unity Muse
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

Shaders enable game developers to craft visually stunning experiences, but their complexity and mathematical and technical challenges make it hard to achieve the desired level of realism. Written by a top-selling author with extensive hands-on expertise in game development, this latest edition is your indispensable guide to mastering the art of shaders within this evolving landscape. Through meticulously curated recipes, this book takes a practical approach to equip you with the knowledge and tools necessary to elevate your game visuals to unmatched sophistication. In this updated edition, you’ll gain invaluable insights into leveraging Unity’s latest tools, including Unity Muse for advanced AI-powered texture creation. From fully grasping Shader Graph to harnessing the power of vectors and textures, this Unity cookbook covers all the aspects of shader development without the need for elaborate mathematical calculations. You'll also discover practical techniques for achieving stunning visual effects with ease when creating 2D or 3D elements.

Who is this book for?

This book is for game developers looking to elevate their shader expertise and enhance game visuals using Unity 6. Game programmers, technical artists, and aspiring game developers eager to master shader creation with Shader Graph will find this book very useful. A solid understanding of Unity is required to get the most out of this book.

What you will learn

  • Understand the principles of shaders, along with how to work in Shader Graph
  • Harness URP and HDRP packages for efficient shader creation
  • Enhance game visuals with modern shader techniques
  • Optimize shaders for performance and aesthetics
  • Master the math and algorithms behind the commonly used lighting models
  • Transform your game's atmosphere with the Post Processing Stack
  • Develop sophisticated shader effects by leveraging fragment shaders and grab-pass techniques

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Publication date : Jul 28, 2025
Length: 532 pages
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Language : English
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Product Details

Publication date : Jul 28, 2025
Length: 532 pages
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Table of Contents

19 Chapters
Part I: Foundations of Shading and Rendering in Unity Chevron down icon Chevron up icon
Using Post-Processing with URP Chevron down icon Chevron up icon
Creating Your First Shader with Shader Graph Chevron down icon Chevron up icon
Working with Surfaces Chevron down icon Chevron up icon
Working with Texture Mapping Chevron down icon Chevron up icon
Enhancing Realism: Unity Muse and Physically Based Rendering Chevron down icon Chevron up icon
Part II: Advanced Shader Effects and Geometry Manipulation Chevron down icon Chevron up icon
Using Vertex Functions Chevron down icon Chevron up icon
Using Grab Passes Chevron down icon Chevron up icon
Part III: Performance Optimization and Fullscreen Effects Chevron down icon Chevron up icon
Optimizing Shaders Chevron down icon Chevron up icon
Creating Screen Effects with Fullscreen Shaders Chevron down icon Chevron up icon
Gameplay and Screen Effects Chevron down icon Chevron up icon
Part IV: Section Custom Lighting and Advanced Shader Programming Chevron down icon Chevron up icon
Understanding Lighting Models Chevron down icon Chevron up icon
Developing Advanced Shading Techniques Chevron down icon Chevron up icon
Utilizing the HDRP Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

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Funny, because you wrote me an email stating that the books shipping is delayed ... so as you know I dont even have the book yet.
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