Cyanilux

Game Dev Blog & Tutorials

Breakdowns

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

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Crystal Shader Breakdown

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

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Fire/Flame Shader Breakdown

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

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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

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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)

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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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