The Unity Shaders Bible: A linear explanation of shaders from beginner to advanced. Improve your game graphics with Unity and become a professional technical artist.
Introduction to the shader programming language. Lighting, shadow, and surface. Compute Shader, Ray Tracing, and Sphere Tracing.
Learn shaders in Unity, starting with the basics and finishing with advanced concepts. The book includes a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader Graph.
+370 informative pages on shader programming. From beginner to advanced linearly, starting with basic concepts (e.g. unlit shader) and ending with advanced ones (e.g. compute shader).
Clear and direct. You will be able to find the differences and similarities between Built-in, Universal and High Definition Render Pipeline.
Real-life examples. All the examples in this book could be applied to production-stage projects.
It's a good book for getting started with shaders.
However, I felt like the 3rd chapter was very rushed and it had many errors in the code.
The very last chapter was also more of "how to enable Ray Tracing in HDRP" than actually go into detail and explain how and why Ray Tracing works in HDRP, which is what I was expecting.
I also felt that many times throughout the book the author went into great detail explaining tangential standard Unity workflows, but almost no time explaining thr actual code or equations they were implementing.
Overall, I still learned a lot and I would definitely recommend this book for those getting started with shaders in Unity.
This entire review has been hidden because of spoilers.