New Edition

The Unity Shaders Bible

Learn shaders step by step, from basics to advanced, improve your game's visuals in Unity, and become a technical artist.

  • Introduction to the Programming Language.
  • Lighting, Shadows, and Surfaces.
  • Advanced Concepts.
  • Technical Art in Practice.
In Development
4.6
7000 +
Beginner
English, Español
Unity 6000.3.0b1
Second Edition 2025
Who this is for.
Unity enthusiasts who want to learn shader language step by step.
Game developers looking to improve the graphics of their games.
Artists who want to transition into technical art.
Designed for both aspiring and experienced technical artists, the second edition of The Unity Shaders Bible is a comprehensive ~400-page guide that takes you from the foundations of shader programming — including vertex and fragment shaders — all the way to advanced techniques like ray marching and compute shaders, all within the Unity engine.

You’ll start by mastering the structure of shaders in Shader Graph, ShaderLab, and HLSL, exploring how properties, SubShaders, and semantics operate under the hood. As you progress, the book dives deeper into essential topics such as transformation matrices, lighting models, and real-time visual effects, giving you the knowledge to build shaders that power modern games.

Whether you’re crafting custom lighting models, working with buffers, or developing production-ready rendering techniques, this book blends theory and practice in a clear, hands-on way. And because accessibility matters, it’s available in both English and Spanish.
Note: The second edition of his book is currently In Development. If you purchase the book now, you will receive all future updates for free until its completion. As the book is being developed and chapters are released, its price will increase. (Learn more about our publishing process here).
1. Introduction to the Programming Language.
(Under Construction)
  • Introduction to Mesh Data.
  • Shader Graph, ShaderLab, and the HLSL language.
  • Render Pipeline and Render Paths.
  • Matrices and Coordinate Spaces.
  • Semantics, Nodes, and Custom Functions.
2. Lighting, Shadows, and Surfaces.
(Under Construction)
  • Custom Lighting Models.
  • Exploring Existing Lighting Implementation.
  • Ambient, Diffuse, Specular, Anisotropic, and More.
  • Using lighting to create custom visual effects.
3. Advanced Concepts.
(Under Construction)
  • Introduction to Compute Shaders.
  • Creating Visual Effects with Compute Shaders.
  • Introduction to Signed Distance Functions.
  • Ray Marching and Visual Effects.
4. Technical Art in Practice.
(Under Construction)
  • Shaders and Particle System.Shaders,
  • C# and UI Toolkit.
  • Editor Extensions and ShaderGUI.
  • Visual Effects for Production.

Best Deal!

The Technical Artist Bundle

More info
Jettelly Publishing
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Jettelly is a publishing house dedicated to supporting Game Developers around the world. We specialize in producing comprehensive books and courses designed to enhance Game Development skills.
What do readers think about this course?
Julian Cano
5.0
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
4.0
Solid overall, good read, straightforward.
Eugene
5.0
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
5.0
It is a very ambitious and useful book that tries hard to demystify shaders.
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What do the books include?
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