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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

Implementing a simple Shader Graph

In Unity, GameObjects gain functionality through components. Every GameObject includes a Transform component, and additional built-in or custom components (via MonoBehaviour scripts) define behavior and appearance. Renderers determine an object’s visual representation, with MeshRenderer being common for 3D models. While an object typically has one renderer, it can contain multiple materials, each wrapping a shader—the core element in 3D rendering.

With Shader Graph, creating shaders is more intuitive, allowing visual shader development without coding. This tool is particularly useful for projects using URP or the High-Definition Render Pipeline (HDRP).

The relationship between shaders, models, materials, and objects can be illustrated as follows:

Figure 2.2 – Relationship between shaders, models, materials, and objects

Figure 2.2 – Relationship between shaders, models, materials, and objects

Note that the preceding diagram mentions Cg code. While Cg is the default for the built...

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