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Game Dev Blog & Tutorials

URP

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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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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Hologram Shader Breakdown

A hologram shader based on sine/fraction nodes to produce repeating horizontal lines and fresnel effect, with optional distortion and glitching effects

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Portal Shader Breakdown

A portal/wormhole shader on manipulating polar coordinates to create a spiralling effect

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Liquid Shader Breakdown

A shader that discards pixels above a certain Y position and renders back faces to fake the top surface of the liquid

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