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Official New free e-book: 12 Recipes for popular visual effects using the Universal Render Pipeline

Discussion in 'Universal Render Pipeline' started by eduardooriz, Jun 29, 2023.

  1. eduardooriz

    eduardooriz

    Unity Technologies

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    May 28, 2018
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    Hi everyone,

    We just wrapped up a new e-book, Recipes for popular visual effects using the Universal Render Pipeline, which contains 12 recipes for popular visual effects that can be applied to a wide range of games, art styles, and platforms.

    It was created by highly experienced internal and external Unity developers and technical artists, and reflects the latest features available in Unity 2022 LTS.

    >> DOWNLOAD IT HERE <<



    A few topics we cover:
    • Stencils and instancing
    • Toon and outline shading
    • Ambient occlusion
    • Lighting and shadows
    • Screen Space Refraction
    • LUT for color grading
    • Water effects
    We hope you find this guide useful! If you think something is missing or could be improved - do let us know in this thread and we could add it to the next edition of the guide.

    Also, make sure to visit our best practices page to discover more e-books and other learning content.

     

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    Last edited: Jul 5, 2023
    M_MG_S, echu33, adamgolden and 2 others like this.
  2. eduardooriz

    eduardooriz

    Unity Technologies

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    Don't miss our other URP e-book, Introduction to the Universal Render Pipeline for advanced Unity creators.
    Check this thread.
     
    M_MG_S likes this.
  3. ElliotB

    ElliotB

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    This looks like a really good resource and its great to have more up to date examples. Can I suggest removing the outdated/broken examples from the package doc and instead linking the book? (Or put these examples into the package documentation)
     
    eduardooriz likes this.
  4. eduardooriz

    eduardooriz

    Unity Technologies

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    The documentation follows another format but we are currently linking to all the e-books from this docs page: https://docs.unity3d.com/Manual/best-practice-guides.html
     
    ElliotB likes this.
  5. Allan-MacDonald

    Allan-MacDonald

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  6. eduardooriz

    eduardooriz

    Unity Technologies

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    May 28, 2018
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  7. ElliotB

    ElliotB

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    Some feedback - the vast majority of forum posts since this release are still asking questions like how to blit to screen, setup custom passes, etc. That suggests you might have a discoverability issue that is undermining the effort put into these really useful resources! Also the downloadable format makes it harder to link specific pages, which makes sharing trickier.
     
    Unifikation likes this.
  8. Unifikation

    Unifikation

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    Each one of these should be constantly updating blog posts, with WebGL demos within them.
     
  9. eduardooriz

    eduardooriz

    Unity Technologies

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    There's a follow-along project that comes with the project and we are actually working on a few video tutorials on some of those
     
    ElliotB likes this.
  10. eduardooriz

    eduardooriz

    Unity Technologies

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    We are trying to make it as discoverable as possible. Making sure that there's content on the web, blog, youtube and so on that leads to the books, for example we list them all in the docs: https://docs.unity3d.com/Manual/best-practice-guides.html
     
    ElliotB likes this.
  11. Unifikation

    Unifikation

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    You've missed my point. "Books" aren't right for this.

    The context is the content, the content (result) is the context. To that end, and of enormous potential benefit, Unity makes WebGL builds. This is a massive point of difference between Unity and all other engines. URP is for WebGL and all other platforms. It's the generalist.

    The problem is overcoming the Shader Graph, which can only be overcome by imagery of the graphs, as this is the only way to see the execution paths that create the result. And presets, pre-made Materials and Shaders to the general benefit of the community and creatives.

    The goal should be simple: teach users how to understand the ways, means, flows and processes of Shader Graph such that they can extend, if they need, these presets.

    The first order of business for any potential usage of these presets is to see if they're both performant and visually compelling/pertaining to the potential user.

    Again, the solution to that, of most access and ease, is WebGL, inlined into expositions of the ways and means and flows of Shader Graph, which is images, sadly.
     
  12. ElliotB

    ElliotB

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    I'll be honest, I haven't ever found it in the package docs/guide (specifically for URP), which still lists a section for examples like 'how to blit'. A user who doesn't know about this book will look there, see the example list, and assume that is an exhaustive list of resources. If I see there's a blit example, I'm not going to check the book for a blit example aswell. Also, many of the examples are outdated, do not follow best practice, or throw errors - see my other recent posts, happy to provide more info here.

    My suggestion would be to consolidate these helpful resources into one place, remove content elsewhere and shepherd everyone to a single location for URP resources. I appreciate that the team feels the resources are in appropriate places, but the recurring questions on the forums paint a different picture! For instance, why is there (i) an example section in the URP doc, (ii) a book, (iii) blog post examples which are no longer indexed eg the toon shader one, (iv) a best practices section with urp specific info (rather than the other way around), (v) urp sections in the main user manual? Having the info spread out so much makes it very difficult to get the full picture as a user.

    I don't want to leave on a negative note - the new material looks fantastic and will really help a lot get to grips with the SRP, I'm very grateful for it.
     
    Shizola and Unifikation like this.
  13. M_MG_S

    M_MG_S

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    Amazing. Thanks!