Recent Posts
Below lists the most recent posts (including edits), from any category. Maximum of 10 posts - For full list, see Contents
Fog Plane Shader Breakdown
Examples of fog plane effects produced using the depth texture (scene depth), commonly used to create vertical fog or fake darkness/light for entrances and exits in third person games.
2D Water Shader Breakdown
A water shader intended for 2D, with pixelated highlights, distortion, reflections and simplified shoreline waves/ripples
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 (aka sun/light shafts, etc)
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 water shader techniques I've used in the past for mapping ocean waves crashing into the shore/beach & leaving behind wet sand