Breakdowns

Rain Effects Breakdown
A few rain effects, including particles setup, and shaders for ripples in water/puddles and rain interacting with surfaces

Waterfall Shader Breakdown
A waterfall shader that interacts with a sphere to part the flowing water. Uses a signed distance field and alpha clipping.

Fractured Cube Breakdown
Uses a shader which displaces (scales/rotates) vertices of a prefractured mesh with pivots baked into UV maps

Snowglobe Breakdown
Glass globe shader with background refraction & reflection. Particles are contained inside which inherit Rigidbody movements.

Tentacle Shader Breakdown
A shader that uses vertex displacement to simulate a tentacle grabbing / wrapping around an object

Tornado Shader Breakdown
A shader applied to a few layers of alpha-clipped scrolling noise, with vertex displacement to make it wobble

Sword Slash Shader Breakdown
A shader applied to a ring mesh that pans a texture along it to create a swipe/slash effect

Holofoil Card Shader Breakdown
A shader that replicates the Holographic Foil effects on Trading Cards. Also explains the stencil shader effect on the card window.

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

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