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
Crystal Shader Breakdown
An unlit/glowing crystal shader with a colour gradient based on object space Y position, and refraction via Scene Color node
Fire/Flame Shader Breakdown
A shader which distorts the UVs with noise for sampling a fire texture or shape generated using ellipse nodes
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
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)
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
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
Fog Plane Shader Breakdown
Two examples of vertical fog effects produced using the depth texture (scene depth)
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
Forcefield Shader Breakdown
A forcefield shader using fresnel effect for glowing edges, scene depth for object intersections and scene colour to produce ripples/distortion