Cyanilux

Game Dev Blog & Tutorials

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

URP
Shader Graph

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!

Shader Graph
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HDRP

Crystal Shader Breakdown

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

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Shader Graph

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

HLSL

Depth

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

Shader Graph
HLSL

Fire Shader Breakdown

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

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Shader Graph

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

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Shader Graph

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)

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Shader Graph

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

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Shader Graph

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

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Shader Graph


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