2D
2D Water Shader Breakdown
A water shader intended for 2D, with pixelated highlights, distortion, reflections and simplified shoreline waves/ripples
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 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