Welcome! This blog acts as a place to share tutorials and breakdowns of shaders I’ve made on my twitter. I make shaders using Unity’s shadergraph for the Lightweight / Universal Render Pipeline (LWRP / URP), although some posts may also include HLSL code for Custom Function nodes. If you have any questions/comments/suggestions, contact me on twitter. Thanks! @Cyanilux
I also have a Discord server now, where you can ask shader/gamedev questions and show off what you are working on – Join Here!
Shader Posts
(Posts explaining general shader-related topics or shader graph nodes.)
- Fresnel Effect
- Orthographic Depth (using Scene Depth in an Orthographic projection)
- Passing Particle System Data into Shadergraph (Custom Vertex Streams)
- Polar Coordinates
- Post Processing in the Universal RP
- Render Textures
- Scene Color & Depth Nodes
- UV-Based Nodes (Sample Texture 2D, UV, Tiling And Offset, Rotate, Flipbook)
- Vertex Displacement
- Voronoi
- World space UVs & Triplanar Mapping
- Writing Shader Code for the Universal RP
Tweet threads
(Links to shader-related twitter threads that I’ve made. I haven’t turned any of these into proper posts/breakdowns but they might still be useful!)
- Shoreline Shader
- World Bending
- Post Processing based Water
- Terrain Shader Splatmap
- Interior Mapping
- Alien Rune Cube
- Hourglass (Taking the Liquid Shader further)
- URP Grass Geometry Shader (Also see Github)
- Shadergraph Custom Lighting
- Colour Picker
- Waterfall Shader (With sphere interaction)
- Impossible Cube (Stencil shader effects)
- Fireball (Particle System, Dissolve based on noise & Fresnel effect)
- Depth Mask Boat (& Render Texture Foam Trails)
- Render Texture Puddles (maybe also see Render Textures post)
- SDF Pumpkin (also some parallax)
- Melting Candles
- Ice Shader
- Lava Bubbles (Particle System with bubble mesh, Dissolve based on lifetime)
- Retro CRT Shader (Also see breakdown)
- Resizable Dashed Arrow
Shader Breakdowns
(Tutorials breaking down how to create specific shader effects)