A few shader techniques I've used in the past for mapping waves crashing into the shore/beach & leaving behind wet sand| www.cyanilux.com
Using billboarded quads (or particles) to produce a god rays effect| www.cyanilux.com
A water shader intended for 2D, with pixelated highlights, distortion, reflections and simplified shoreline waves/ripples| www.cyanilux.com
A small post explaining how to convert the UVs of a sprite sheet (or sprites packed in an atlas) into local 0-1 coordinates across each sprite in the shader| www.cyanilux.com
Examples for revealing invisible objects (especially decals, such as fingerprints or hidden messages) based on lights, stencils and other masking methods| www.cyanilux.com
A few rain effects, including particles setup, and shaders for ripples in water/puddles and rain interacting with surfaces| www.cyanilux.com
A waterfall shader that interacts with a sphere to part the flowing water. Uses a signed distance field and alpha clipping.| www.cyanilux.com
Goes through examples of Renderer Features and explains how to write Custom Renderer Features and Scriptable Render Passes for Universal RP| www.cyanilux.com
Uses a shader which displaces (scales/rotates) vertices of a prefractured mesh with pivots baked into UV maps| www.cyanilux.com
Examples of how to adjust/swap colours or colour palettes for a given texture/procedural input.| www.cyanilux.com
Glass globe shader with background refraction & reflection. Particles are contained inside which inherit Rigidbody movements.| www.cyanilux.com
A shader that uses vertex displacement to simulate a tentacle grabbing / wrapping around an object| www.cyanilux.com
A shader applied to a few layers of alpha-clipped scrolling noise, with vertex displacement to make it wobble| www.cyanilux.com
A shader applied to a ring mesh that pans a texture along it to create a swipe/slash effect| www.cyanilux.com
Explains how shader code (ShaderLab & HLSL) is written to support the Universal RP| www.cyanilux.com
A shader that replicates the Holographic Foil effects on Trading Cards. Also explains the stencil shader effect on the card window.| www.cyanilux.com
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| www.cyanilux.com
A detailed introduction on how to use Unity Shader Graph (updated for v12+)! Graph setup, Data types, Understanding Previews, Properties, Keywords, Sub Graphs and more!| www.cyanilux.com
An unlit/glowing crystal shader with a colour gradient based on object space Y position, and refraction via Scene Color node| www.cyanilux.com
An introduction to what a Mesh, Shader and Material is in Unity, how to set Shader Properties from C#, various types of Batching, and a brief look at Forward, Forward+ and Deferred rendering paths| www.cyanilux.com
A big post explaining everything about Depth : Depth Buffer, Depth Texture / Scene Depth node, SV_Depth, Reconstructing World Position from Depth, etc.| www.cyanilux.com
A shader which distorts the UVs with noise for sampling a fire texture or shape generated using ellipse nodes| www.cyanilux.com
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| www.cyanilux.com
An example of using the RenderObjects feature on the Forward Renderer to produce an overlay effect for sprites (not compatible with the 2D renderer)| www.cyanilux.com
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| www.cyanilux.com
A shader which produces solid diagonal lines across a quad's surface that moves with the camera position to simulate toon-like glass reflections| www.cyanilux.com
Two examples of vertical fog effects produced using the depth texture (scene depth)| www.cyanilux.com
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| www.cyanilux.com
A forcefield shader using fresnel effect for glowing edges, scene depth for object intersections and scene colour to produce ripples/distortion| www.cyanilux.com
A simple version of a forcefield shader, using fresnel effect for glowing edges and scene depth for intersections with objects in the scene| www.cyanilux.com
A shader that displaces vertices based on sine waves in order to animate a Jellyfish mesh| www.cyanilux.com
A post explaining how to move vertices in Shader Graph, providing examples such as swaying grass and animated fish and butterflies. Also includes info about recalculating normal vectors.| www.cyanilux.com
A water shader that uses the scene color to produce distortion/refractions and reconstructs a position from the scene depth to project caustics on underwater objects| www.cyanilux.com
A shader that uses polar coordinates to offset vertices as well as sample a seamless noise texture to create a swirling effect| www.cyanilux.com
A hologram shader based on sine/fraction nodes to produce repeating horizontal lines and fresnel effect, with optional distortion and glitching effects| www.cyanilux.com
A post explaining the Polar Coordinates node| www.cyanilux.com
A portal/wormhole shader on manipulating polar coordinates to create a spiralling effect| www.cyanilux.com
A shader that discards pixels above a certain Y position and renders back faces to fake the top surface of the liquid| www.cyanilux.com
List of frequent (or interesting) questions I've answered| www.cyanilux.com
A book with pages that flip/turn via vertex displacement, and selects a portion of a texture containing all pages.| www.cyanilux.com