Visualizing Equations Vol. 2

Shaders & Procedural Shapes in Unity 6

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

  • Draw simple shapes using mathematical equations.
  • Understand the fundamentals of 2D Signed Distance Functions (SDF).
  • Analyze the composition of complex 3D SDF shapes.
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5.0
2000 +
Select your format(s):
Intermediate
English, Español
Unity 6000.0.29f1
First Edition 2025
Who this is 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.
Designed for both beginners and experienced developers, Shaders & Procedural Shapes in Unity 6 is a 219-page guide that explores the creative power of procedural art using the Unity engine. No advanced math knowledge is required — each topic is explained step by step, making the learning process approachable and engaging. You'll start with the fundamentals of polynomial and trigonometric functions, then move into 2D and 3D procedural shape creation using both HLSL and Shader Graph. From drawing simple lines and curves to building complex figures like shurikens and pentagons, each chapter builds progressively to help you develop a strong foundation in technical art. You'll also dive into Signed Distance Functions (SDFs), ray marching, and the rendering of 3D shapes.
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.


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