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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 FREE CHAPTER
2. Using Post-Processing with URP 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 water shader for 2D games

The glass shader that we introduced in the previous recipe is static; its distortion never changes. It takes just a few changes to convert it into an animated material, making it perfect for 2D games that feature water. This recipe uses a similar technique to the one shown in Chapter 6, Using Vertex Functions, in the Animating vertices in a Shader Graph recipe:

Figure 7.12 – The result of the following recipe

Figure 7.12 – The result of the following recipe

Getting ready

This recipe is based on the vertex and fragment shaders described in the Using grab passes to draw behind objects recipe, as it will rely heavily on the use of grab passes. Let’s get started:

  1. Create a new Shader Graph. You can start by copying the one that we used in the previous recipe (Using grab passes to draw behind objects) as a base by selecting it and hitting Ctrl + D to duplicate it.
  2. Once duplicated, change its name to 2DWaterShader.
  3. Create a material that will...
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