Visualizing Equations - Vol. 2

Shaders & Procedural Shapes in Unity 6

A visual guide to transforming math equations into stunning procedural shapes with Unity 6.

5.0 out of 5 stars from 9 ratings
Fabrizio Espíndola First Edition 2025 225 pages
Who is this for?
Unity enthusiasts who want to learn procedural shape creation.
Game developers looking to master the math behind shaders.
Technical Artists who want to improve their understanding of coordinates.
Math is the foundation of every shader, and the part most developers try hardest to avoid. Equations on a page feel abstract and disconnected from what appears on screen, so many artists and programmers settle for nodes and snippets they cannot fully control. Shaders and Procedural Shapes in Unity 6 changes that by making the math visible. Written by a technical artist with more than eleven years of experience at studios such as Rovio and DeNA, this book shows you how each equation becomes a shape, so you can design procedural art with precision instead of guesswork.

You will learn how to use polynomial and trigonometric functions to draw shapes in both HLSL and Shader Graph, and how to combine them into complete procedural designs such as a sword and a shuriken. You will then dive deep into signed distance functions, using them to build shapes and compositions in 2D and 3D entirely on the GPU.
Content Included.
Table of Contents.
1. Polynomial Functions.
  • Introduction to linear and exponential functions.
  • Exploration of the concept of origin points and connecting lines between points.
  • Implementation of polynomial functions in HLSL with Shader Graph to draw shapes.
2. Trigonometric Functions.
  • Review of basic trigonometric functions.
  • Understanding point reflection and two-dimensional rotation.
  • Integration of trigonometric functions in HLSL with Shader Graph to draw shapes.
3. Procedural Shapes.
  • Understanding how two-dimensional shapes are drawn using math equations.
  • Drawing a procedural shuriken using HLSL Shader Graph.
  • Implementation of filters to enhance the resolution of generated figures.
4. Signed Distance Function.
  • Exploration of the basic structure for developing a 2D SDF.
  • Implementation of a segment SDF in a UI image.
  • Analysis of the SDF representation of a pentagon in HLSL and GLSL.


5. 3D Shapes and Rendering.
  • Exploration of the basic structure for developing a 3D SDF.
  • Details on the ray marching technique in HLSL with Shader Graph.
  • Creation of three-dimensional compositions using SDF shapes.


Featured eBook Bundle.
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Visualizing Equations 1+2 Bundle

Get +350 pages of practical content covering vector math, transformations, and procedural shapes in Unity 6, all bundled at a special price!
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About the author.
Fabrizio Espíndola
Senior Technical Artist
Author of The Unity Shaders Bible and seasoned Senior Technical Artist and Programmer with over 11 years of expertise in the gaming industry.
Latest customer reviews.
9 ratings 5.0 out of 5 stars from 9 ratings
5.0
Sergei E.
The basic principles are explained very well using examples.
5.0
TwoEG
Now All is Good 👍
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- Skill level:
Intermediate
- Language: English, Español
- Software: Unity 6000.0.29f1
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