A few rain effects, including particles setup, and shaders for ripples in water/puddles and rain interacting with surfaces
A waterfall shader that interacts with a sphere to part the flowing water. Uses a signed distance field and alpha clipping.
Uses a shader which displaces (scales/rotates) vertices of a prefractured mesh with pivots baked into UV maps
Glass globe shader with background refraction & reflection. Particles are contained inside which inherit Rigidbody movements.
A shader that uses vertex displacement to simulate a tentacle grabbing / wrapping around an object
A shader applied to a few layers of alpha-clipped scrolling noise, with vertex displacement to make it wobble
A shader applied to a ring mesh that pans a texture along it to create a swipe/slash effect
A shader that replicates the Holographic Foil effects on Trading Cards. Also explains the stencil shader effect on the card window.
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
An unlit/glowing crystal shader with a colour gradient based on object space Y position, and refraction via Scene Color node