The world of real-time rendering is built on shaders — specialized programs that define how objects appear in a game. Unity 6 has shifted its default render pipeline to Universal Render Pipeline (URP), making Shader Graph a key tool for developers looking to create stunning visual effects. This part introduces the fundamental building blocks of shaders, helping you establish a strong foundation in shader development.
We will begin with post-processing effects in URP, exploring how Unity’s built-in screen shaders can be used to refine a game’s style. Without writing custom shaders, you will learn how to apply grain, vignetting, depth of field, bloom, motion blur, color grading, and atmospheric fog to achieve cinematic visuals. From there, we will introduce Shader Graph, a visual tool that allows developers to create shaders without needing to write HLSL code.
Once you understand the basics, we will dive into surface materials and texture mapping, where you’ll learn how to define material properties such as diffuse color, transparency, and reflectivity. We will explore UV mapping, blending multiple textures, and animating texture properties using C# to create dynamic visual effects. The part concludes with Physically Based Rendering (PBR), where we will explore how light interacts with surfaces in a realistic way and how Unity Muse, a generative AI tool, can assist in rapid material creation and refinement.
By the end of this part, you will have a solid grasp of Shader Graph fundamentals, texture mapping techniques, and PBR principles, equipping you with the knowledge needed to move into advanced shader effects and real-time geometry manipulation.
This part has the following chapters:
- Chapter 1, Using Post-Processing with URP
- Chapter 2, Creating Your First Shader with Shader Graph
- Chapter 3, Working with Surfaces
- Chapter 4, Working with Texture Mapping
- Chapter 5, Enhancing Realism: Unity Muse and Physically Based Rendering