I've moved to a new site! This wordpress blog will no longer be updated. You can find slightly updated/improved posts, and all future posts here : https://www.cyanilux.com/ Follow me on twitter to stay updated on when new posts go live, and to see cool shaders ✨| Cyan
Intro Hey! I’ve been experimenting with “Watercolour” shader effects as part of a tech art/shader challenge over on Harry Alisavakis’ discord. The final result contained 3 shaders with a watercolour look, as listed below. There is also a skybox shader which wasn’t made as part of the challenge but felt like it fit the scene … Continue reading "Watercolour Shader Experiments"| Cyan
This was initially written as an answer to someone on the Unity Discord. Have tried updating it since v11 (2021.1) changed some things. I probably won’t be updating further as I’ve moved to a new site. For up-to-date information, I’ve shared some custom lighting functions/subgraphs on github! It includes a Main Light Shadows one which … Continue reading "Shader Graph – Shadows for URP Unlit Graph"| Cyan
Intro Recently I made this shader that attempts to replicate an old CRT (cathode-ray tube) monitor, with a few additional distortion/static effects. It was made as part of a tech art/shader challenge over on Harry Alisavakis’ discord, with the theme as “Retro”. I’ve also shared the shader and example setup here on github. As explained … Continue reading "Retro CRT Shader Breakdown"| Cyan
I’ve moved to a new site!An updated version of this post can be found here, with no ads :https://www.cyanilux.com/tutorials/fire-shader-breakdown/ Intro A fairly common method of creating fire is to use a particle system, however many transparent quads produces overdraw which can affect performance, especially for VR and mobile platforms. When rendering opaque geometry, Unity renders … Continue reading "Fire Shader Breakdown"| Cyan
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…| Cyan
An updated version of this article can be found here :https://www.cyanilux.com/tutorials/urp-shader-code/ Intro A lot of shader code tutorials you’ll see online are written for Unity’s built-in pipeline and won’t really work in the Universal Render Pipeline – They’ll either produce magenta errors or at least won’t be compatible with the SRP Batcher. Shader graph is … Continue reading "Writing Shader Code for the Universal RP"| Cyan
I’ve moved to a new site!An updated version of this post can be found here, with no ads :https://www.cyanilux.com/tutorials/sprite-outline-shader-breakdown/ Intro This shader uses a signed distance field (SDF), stored in the alpha channel of the sprite’s texture to create an outline or glow effect around the sprite. We can also produce “in-lines” or glow effects … Continue reading "Sprite Glow/Outline Shader Breakdown"| Cyan
Note : Info in this post still applies but may be a little outdated as the Scene Color node has been updated in newer versions of Shader Graph. Please also see : Hey! I use the depth texture/buffer…| Cyan
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 effec…| Cyan