This bundle combines three focused books that cover the full path from real-time shading to GPU-driven systems in Unity. The Unity Shaders Bible explains how vertex and fragment shaders, Shader Graph, ShaderLab, lighting models, and buffers fit together, so you can read, write, and debug shaders with confidence. Shaders & Procedural Shapes in Unity 6 concentrates on generating 2D and 3D shapes with functions, HLSL, Shader Graph, SDFs, and ray marching, keeping the math approachable while still being precise. Mastering Compute Shaders in Unity 6 then moves to compute-based workflows: data flow between CPU and GPU, kernels, structured buffers, instancing, noise, and GPU-driven effects such as particles, deformations, and simulations. The bundle is aimed at technical artists and developers who want clear explanations, concrete examples, and material they can apply directly in their Unity projects.