Table of Contents
- Re-coding a Basic Blinn-Phong Shader with Unity/CG
- The Three Unity Render Pipelines
- Writing Your First URP Shader
- Transforming Your Shader into a Lit PBS Shader
- Discovering the Shader Graph with a Toon Shader
- Simulating Geometry Efficiently
- Exploring the Unity Compute Shaders and Procedural Drawing
- The Power of Ray Marching
- Shader Compilation, Branching, and Variants
- Optimizing Your Code, or Making Your Own Pipeline?
- A Little Suite of 2D Shaders
- Vertex Displacement Shaders
- Wireframes and Geometry Shaders
- Screen Effect Shaders
- Appendix: Some Quick Refreshers on Shaders in Unity

