2D Shader Development (w/examples in Unity) book series is looking for Beta Readers!

Our games need to look unique. There's nothing we can do to fight that. Good artists are great at creating amazing characters and environments. And even if there's a lot you can do using traditional animation techniques, programmers can open a whole new world of possibilities and customization by leveraging the use of shaders.

In the past few years, while working on Nubarron, I got really frustrated about the lack of information on how to design shader effects in 2D. Most of the organized inforomation is about 3D, and one may think that since shaders work in the same way for 2D and 3D you could get away by learning the basics for 3D... well.. not really.

I found out that there is a sub-set of basic techniques that are pretty useful in 2D, and don't require you to learn a lot of the 3D stuff, specially lighting models, the first thing that every shader tutorial/book talks about.

After teaching these techniques in several workshops in Buenos Aires, Mar Del Plata and San Francisco, I'm working on a book series to make this information available to everyone.

The series is aimed at independent game developers that want to make their own 2D games visually unique. You’ll need some understanding on programming. If you can code your own logic in C# scripts inside Unity you’re good to go.

If you haven’t coded a game in the past it’s likely that these books are not for you. I suggest you take an introductory Unity course first, work on some prototypes until you’re comfortable with programming and then read the books.

The series will help you differentiate your games from others that use nothing but built-in shaders, make use of the GPU to generate movement and effects on static sprites, generate full-screen effects and learn techniques to do illumination on 2D scenes.