Cyanilux

Game Dev Blog & Tutorials

Breakdowns

Snowglobe

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

URP
Shader Graph
VFX Graph

Tentacle Shader Breakdown

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

URP
Shader Graph

Tornado Shader Breakdown

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

URP
Shader Graph

Sword Slash Shader Breakdown

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

URP
Shader Graph

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.

URP
Shader Graph

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

Crystal Shader Breakdown

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

URP
Shader Graph

Fire Shader Breakdown

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

URP
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

URP
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)

URP
Shader Graph


License / Usage Cookies & Privacy RSS Feed