Cyanilux

Game Dev Blog & Tutorials

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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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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Fog Plane Shader Breakdown

Two examples of vertical fog effects produced using the depth texture (scene depth)

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Cloud Shader Breakdown

A shader applied to a flat subdivided plane where vertices are offset vertically based on layered noise, moving at different rates, to create a cloud effect. Also uses scene depth to produce a softer transition with intersecting game objects

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Forcefield Shader Breakdown

A forcefield shader using fresnel effect for glowing edges, scene depth for object intersections and scene colour to produce ripples/distortion

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Forcefield Shader Breakdown (Simple)

A simple version of a forcefield shader, using fresnel effect for glowing edges and scene depth for intersections with objects in the scene

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Jellyfish Shader Breakdown

A shader that displaces vertices based on sine waves in order to animate a Jellyfish mesh

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Vertex Displacement

A post explaining how to move vertices in Shader Graph, providing examples such as swaying grass and animated fish and butterflies. Also includes info about recalculating normal vectors.

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Water Shader Breakdown

A water shader that uses the scene color to produce distortion/refractions and reconstructs a position from the scene depth to project caustics on underwater objects

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Whirlpool Shader Breakdown

A shader that uses polar coordinates to offset vertices as well as sample a seamless noise texture to create a swirling effect

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