Recent Posts
Below lists the most recent posts (including edits), from any category. Maximum of 10 posts - For full list, see Contents

GPU Instanced Grass Breakdown
A post showing how Shader Graph can be used with DrawMeshInstancedProcedural / RenderMeshPrimitives and DrawMeshInstancedIndirect / RenderMeshIndirect to draw grass using GPU Instancing.

Depth
A big post explaining everything about Depth : Depth Buffer, Depth Texture / Scene Depth node, SV_Depth, Reconstructing World Position from Depth, etc.

Crystal Shader Breakdown
An unlit/glowing crystal shader with a colour gradient based on object space Y position, and refraction via Scene Color node

Sun Beams / God Rays Shader Breakdown
Using billboarded quads (or particles) to produce a god rays effect

Custom Renderer Features
Goes through examples of Renderer Features and explains how to write Custom Renderer Features and Scriptable Render Passes for Universal RP. Mostly focuses on Unity 2022, but now also provides some snippets for newer versions!

Intro to the Shader Pipeline
An introduction to what a Mesh, Shader and Material is in Unity, how to set Shader Properties from C#, various types of Batching, and a brief look at Forward, Forward+ and Deferred rendering paths

Intro to Shader Graph
A detailed introduction on how to use Unity Shader Graph! Graph setup, Data types, Understanding Previews, Properties, Keywords, Sub Graphs and more!

Shoreline Shader Breakdown
A few shader techniques I've used in the past for mapping waves crashing into the shore/beach & leaving behind wet sand

Local UVs for Sprites in Sprite Sheet/Atlas
A small post explaining how to convert the UVs of a sprite sheet (or sprites packed in an atlas) into local 0-1 coordinates across each sprite in the shader

Sprite Stencil Overlay Breakdown
An example of using the RenderObjects feature on the Forward Renderer to produce an overlay effect for sprites (not compatible with the 2D renderer)