Advanced Unity Shaders
summary
Shows concrete code and workflows for advanced Unity shaders: using a script to set a global float via Shader.PropertyToID so many materials share a single wind parameter; building a camera-to-screen matrix with GL.GetGPUProjectionMatrix × worldToCameraMatrix and writing it to a global float4x4; rendering a depth RenderTexture with camera.Render and decoding that depth to compare distances and make projector/shadow effects; packaging shared functions in .inc CG include files and adapting Unity’s lighting code to run multiple forward lights in one pass (example: five lights).
AI-written summary · about
chapters (9)
- 0:00Introduction and scope
- 3:09Understanding surface shaders
- 6:05Surface shader internals
- 10:00Implementing shader effects
- 13:15Global property management
- 23:25Matrices and camera setups
- 29:40Projecting textures with cams
- 40:48Depth maps and shadow volume
- 48:25CG includes and advanced lighting
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