Recent Posts
(Most recent posts, from any category. Maximum of 3 pages - For full list, see Contents)

Soft Foliage Shader Breakdown
Soft shaded foliage shader that uses alpha clipping with foliage texture and a small amount of vertex displacement to simulate wind. Applied to a mesh consisting of intersecting quads generated from a particle system
Intro to Shader Graph
A detailed introduction on how to use Unity Shader Graph (including v10+ changes). Graph setup, Data types, Understanding Previews, Properties, Keywords, Sub Graphs and more!

Crystal Shader Breakdown
An unlit/glowing crystal shader with a colour gradient based on object space Y position, and refraction via Scene Color node
Intro to Shaders
An introduction to what a Mesh, Shader and Material is in Unity, how to set Shader Properties from C#, a brief look at Forward vs Deferred rendering and some information about Material instances and Batching

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

Fire Shader Breakdown
A shader which distorts the UVs with noise for sampling a fire texture or shape generated using ellipse nodes

Sprite Glow/Outline Shader Breakdown
A shader which uses a signed distance field stored in the sprite texture's alpha channel to create an outline/glow (and inner-glow) effect, with control over the colour and thickness

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)

Dissolve Shader Breakdown
A shader which uses noise and step functions to discard pixels to create a dissolving effect. Also provides examples for dissolving based on height / Y and using view space position as UVs to avoid seams

Toon Glass Shader Breakdown
A shader which produces solid diagonal lines across a quad's surface that moves with the camera position to simulate toon-like glass reflections