Now the Unity engine has three different pipelines for rendering graphics - Built-in, HDRP and URP. Before we tackle how shaders and global rendering work, we need to understand the very concept of pipelines that the Unity engine offers. The rendering process is shaped gradually and incrementally - pipelining by pipelining. But first, let's give an example that may well characterize this process. So, when we load a model (.fbx for example) before it hits the monitor it goes a long way. To summarize, it looks like this:
Each pipeline, by the way, has its own properties that you can work with. These are, firstly, the properties of materials, light sources, textures. Second are the processes that take place inside the shader. These two aspects make up the appearance of the shader.
Now let's talk about types of shaders.
Depending on their stage, shaders are divided into several types: vertex, pixel, and geometric. Vertex shaders make animations of characters, grass, trees, create waves on water, and many other things. A vertex shader has data associated with, for example: coordinates in space, textures, colors, normal maps.
Geometric shaders are capable of creating entirely new geometry. Usually, they are used to create particles, detail models, create silhouettes, and so on. Unlike vertex shaders, geometric shaders process not just a single vertex, but the whole object. And finally, as for pixel shaders, they apply textures, lighting, and various effects. For example, reflection, refraction, fog, and more. Also, pixel shaders are commonly used to create bump effects, to make the texture look three-dimensional and volumetric. The principle of the pixel shader is quite simple. It interacts with bitmap fragments and textures. That is, the pixel shader is designed to handle the data associated with pixels (e.g., color, depth, coordinates, etc.). The pixel shader, among other things, is used at the last stage of the graphics pipeline – to form a coherent fragment.
On our site you can find a variety of shaders for all tastes for your game project.