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The Unity Shaders Bible

The definitive book to learn shaders in Unity.

Introduction to the shader programming language.

Lighting, shadow, and surface.

Compute Shader, Ray Tracing, and Sphere Tracing.

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N° of pages: +370
Language: English, Spanish.
Format: PDF.
Written by
Fabrizio Espíndola
Senior Technical Artist at
What will you learn with The Unity Shaders Bible?
Understanding the structure and basic concepts of a Shader.
Understanding of Built-in, URP and HDRP rendering pipelines.
Use Shaderlab to create your own CG/HLSL Shaders.
Understand and properly use Shader Graph.
And more.

The Unity Shaders Bible is a comprehensive guide to creating shaders in Unity. The book covers everything, starting with the basics and finishing with advanced concepts such as raytracing and compute shaders. It provides a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader Graph.

The book is written in a clear and concise style, and it is suitable for readers of all levels of experience. Whether you are a beginner who is just starting to learn about shaders, or an experienced artist who wants to learn more about the latest techniques, The Unity Shaders Bible is a valuable resource.

If you are interested in learning more about shaders, or if you want to improve your skills in Unity, then The Unity Shaders Bible is a must-have book.

Videogame development studios are increasingly seeking more specialized professionals. Among the most sought-after profiles today, we find Technical Artists specializing in Shaders and Lighting. Their mission is to contribute to defining the game’s aesthetics by creating materials, visual effects and tools that prioritize optimization and performance on the target devices. Currently, Technical Artists can earn between USD$40.000 and USD$117.000. Due to the significance of their work, they have become one of the most promising profiles within the industry.
1. Introduction to the shader programming language.
  • It covers previous knowledge (normals, vertices, tangents, and more).
  • Shows the structure of a shader in ShaderLab, Cg, and HLSL language.
  • Analogy between properties and global variables.
  • SubShader and commands (ColorMask, Stencil, Blending and more).
  • Intrinsic functions (step, smoothstep, ceil, floor and more).
  • Matrices and much more.
2. Lighting, shadow and surface.
  • We will review a simple lighting model.
  • Look at the normal map and its implementation.
  • Ambient, diffuse, specular and environmental reflection.
  • Lighting and shadow analysis.
  • Standard Surface shader, inputs and outputs.
  • Shader Graph and much more.
3. Compute shader, ray tracing and sphere tracing.
  • It covers advanced concepts (threads, ray cast, GPGPU, and more).
  • The structure of a Compute Shader and buffer variables.
  • Compute Shader semantics (SV_DispatchThreadID, SV_Group, and more).
  • Kernel explanation.
  • Implicit surfaces and smooth minimum explanation.
  • Ray Tracing rendering configuration and more.
It includes a package with more than 40 shader exercises.
What makes the book unique?
+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.

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What do readers think about the book?
Julian Cano
It’s an excellent material to study and learn technical art with shaders! What I have seen has been very detailed and applicable.
Jab Deeb
Solid overall, good read, straightforward.
It is great work guys! This book allows me to structure and arrange my knowledge about creating shaders. Because before, my knowledge was like a bunch of separate pieces.
Sourav Chatterjee
It is a very ambitious and useful book that tries hard to demystify shaders.
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