Description

Book Synopsis
Understand what shaders are and what they're used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph.

This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots.

By the end of this book, you will have a good understanding of the shader developmen

Table of Contents
Chapter 1: Introduction to Shaders in UnitySub-topics:• Brief overview of shader fundamentals• Unity’s built-in pipeline• URP (Universal Render Pipeline)• HDRP (High Definition Render Pipeline)
Chapter 2: Maths for Shader DevelopmentSub-topics:• Vectors in 2D and 3D• Dot product, cross product, and other vector operations• Matrices• Multiplication, transpose, inverse, and common matrix operations• Important spaces in computer graphics• Homogeneous coordinate systems• Transformation between spaces
Chapter 3: Your Very First ShaderSub-topics:• The shader pipeline, and data flow• ShaderLab, SubShaders and Fallbacks• Shader Tags• The appdata struct: Input to the vertex shader• The vertex shader• The v2f struct: Data passed between the vertex and fragment shader• The fragment shader
Chapter 4: Shader GraphSub-topics:• The argument for node-based editors• The vertex and fragment stages• Shader nodes & properties• Your first Shader Graph
Chapter 5: Textures, UV Coordinates & Normal MappingSub-topics:• What is texture mapping?• What are UV coordinates?• Scaling, rotating and offsetting UVs• Sampler states• Normal mapping & tangent space
Chapter 6: TransparencySub-topics:• Transparency vs opacity• Alpha-blended transparency• Sorting• Screen-door (“dithered”) transparency
Chapter 7: The Depth Buffer• What is the depth buffer?• Depth-testing and culling• Depth-based shader effects
Chapter 8: More Shader FundamentalsSub-topics:• Shader keywords and variants• Single- and multi-pass shaders• GrabPass and UsePass• Unity’s standard shader libraries
Chapter 9: Lighting & ShadowsSub-topics:• Lighting theory: Diffuse, specular, ambient, and Fresnel light• Phong shading• Physically based rendering• Shadow casting
Chapter 10: Image Effects & Post ProcessingSub-topics:• Post Processing in the Built-in pipeline, URP and HDRP• Convolution kernels, Gaussian blur and multi-pass effects.• Edge detection with a Sobel kernel• Better edge detection using the depth texture and normal texture
Chapter 11: Advanced ShadersSub-topics:• Geometry shaders: adding or modifying vertices• Tessellation shaders: subdividing a mesh• Building an LOD system with tessellation shaders• Compute shaders: arbitrary computation on the GPU
Chapter 12: Profiling & OptimizationSub-topics:• The Unity Profiler and Frame Debugger• Branching in shaders• Avoiding overdraw• Multi-material objects• Batching
Chapter 13: Shader Recipes For Your GamesSub-topics:• World-space reconstruction in post processing shaders• Custom lighting: cel-shading (toon shading)• Vertex displacement – realistic water (Gerstner waves)• Refraction by modifying the framebuffer• Interactive snow layers (modifying the height of a mesh based on gameplay actions)• Holograms using emissive colour• Using Voronoi noise to make marble

Building Quality Shaders for Unity

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A Paperback / softback by Daniel Ilett

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    View other formats and editions of Building Quality Shaders for Unity by Daniel Ilett

    Publisher: APress
    Publication Date: 18/10/2022
    ISBN13: 9781484286517, 978-1484286517
    ISBN10: 1484286510

    Description

    Book Synopsis
    Understand what shaders are and what they're used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph.

    This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots.

    By the end of this book, you will have a good understanding of the shader developmen

    Table of Contents
    Chapter 1: Introduction to Shaders in UnitySub-topics:• Brief overview of shader fundamentals• Unity’s built-in pipeline• URP (Universal Render Pipeline)• HDRP (High Definition Render Pipeline)
    Chapter 2: Maths for Shader DevelopmentSub-topics:• Vectors in 2D and 3D• Dot product, cross product, and other vector operations• Matrices• Multiplication, transpose, inverse, and common matrix operations• Important spaces in computer graphics• Homogeneous coordinate systems• Transformation between spaces
    Chapter 3: Your Very First ShaderSub-topics:• The shader pipeline, and data flow• ShaderLab, SubShaders and Fallbacks• Shader Tags• The appdata struct: Input to the vertex shader• The vertex shader• The v2f struct: Data passed between the vertex and fragment shader• The fragment shader
    Chapter 4: Shader GraphSub-topics:• The argument for node-based editors• The vertex and fragment stages• Shader nodes & properties• Your first Shader Graph
    Chapter 5: Textures, UV Coordinates & Normal MappingSub-topics:• What is texture mapping?• What are UV coordinates?• Scaling, rotating and offsetting UVs• Sampler states• Normal mapping & tangent space
    Chapter 6: TransparencySub-topics:• Transparency vs opacity• Alpha-blended transparency• Sorting• Screen-door (“dithered”) transparency
    Chapter 7: The Depth Buffer• What is the depth buffer?• Depth-testing and culling• Depth-based shader effects
    Chapter 8: More Shader FundamentalsSub-topics:• Shader keywords and variants• Single- and multi-pass shaders• GrabPass and UsePass• Unity’s standard shader libraries
    Chapter 9: Lighting & ShadowsSub-topics:• Lighting theory: Diffuse, specular, ambient, and Fresnel light• Phong shading• Physically based rendering• Shadow casting
    Chapter 10: Image Effects & Post ProcessingSub-topics:• Post Processing in the Built-in pipeline, URP and HDRP• Convolution kernels, Gaussian blur and multi-pass effects.• Edge detection with a Sobel kernel• Better edge detection using the depth texture and normal texture
    Chapter 11: Advanced ShadersSub-topics:• Geometry shaders: adding or modifying vertices• Tessellation shaders: subdividing a mesh• Building an LOD system with tessellation shaders• Compute shaders: arbitrary computation on the GPU
    Chapter 12: Profiling & OptimizationSub-topics:• The Unity Profiler and Frame Debugger• Branching in shaders• Avoiding overdraw• Multi-material objects• Batching
    Chapter 13: Shader Recipes For Your GamesSub-topics:• World-space reconstruction in post processing shaders• Custom lighting: cel-shading (toon shading)• Vertex displacement – realistic water (Gerstner waves)• Refraction by modifying the framebuffer• Interactive snow layers (modifying the height of a mesh based on gameplay actions)• Holograms using emissive colour• Using Voronoi noise to make marble

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