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Welcome
Hey! I put this blog together so I can explain shader effects and other content posted on my twitter, @Cyanilux. The blog is mainly aimed at devs that use Unity3D and its Shader Graph for scriptable render pipelines (mostly URP), but the concept behind posts might still translate well to other engines and forms of shader creation. Note that content is made for learning purposes and might not optimised and game-ready.
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Watercolour Shader Experiments
Shader Graph Custom Lighting (shadows for unlit graph)
Hey! Wrote this up as an answer to someone on the Unity Discord. I plan to extend this post further at a later date, but for now it's a bit of information about getting shadows to work in an Unlit Graph (basically this tweet thread but in post form and with improvements). I recommend reading …
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Retro CRT Shader Breakdown
Fire Shader Breakdown
Passing Particle System Data into Shadergraph (Custom Vertex Streams)
Intro This post provides information on how to use the Custom Vertex Streams option on the Particle System component (also called Shuriken) to pass per-particle data into the shader. Note that it won’t go over how to use the component itself but there are plenty of tutorials online – here’s one that looks well written. In …
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Post Processing in the Universal RP
The Universal Render Pipeline (URP, previously known as Lightweight RP) uses an integrated Volume system for Post Processing effects, sometimes referred to as Post Processing V3 / PPv3. These effects include things like Bloom, Chromatic Aberration, Depth of Field, Color Adjustments, Tonemapping, Vignette, etc. Note that URP does not have Ambient Occlusion yet, it's on …
Writing Shader Code for the Universal RP
Sprite Glow/Outline Shader Breakdown
Orthographic Depth
Hey! I use the depth texture/buffer (Scene Depth node) in quite a few of my shader breakdowns, but the graphs given only work with a camera with a Perspective projection, meaning objects further away from the camera are smaller on the screen, which gives a 3D effect. A camera can also have an Orthographic projection, …