Cyanilux

Game Dev Blog & Tutorials

Recent Posts

Below lists the most recent posts (including edits), from any category. Maximum of 10 posts - For full list, see Contents

2D Water Shader Breakdown

A water shader intended for 2D, with pixelated highlights, distortion, reflections and simplified shoreline waves/ripples

URP
Shader Graph
2D

GPU Instanced Grass Breakdown

A post showing how Shader Graph can be used with DrawMeshInstancedProcedural / RenderMeshPrimitives and DrawMeshInstancedIndirect / RenderMeshIndirect to draw grass using GPU Instancing.

URP
Shader Graph

Depth

A big post explaining everything about Depth : Depth Buffer, Depth Texture / Scene Depth node, SV_Depth, Reconstructing World Position from Depth, etc.

Shader Graph
HLSL

Crystal Shader Breakdown

An unlit/glowing crystal shader with a colour gradient based on object space Y position, and refraction via Scene Color node

URP
Shader Graph

Sun Beams / God Rays Shader Breakdown

Using billboarded quads (or particles) to produce a god rays effect (aka sun/light shafts, etc)

URP
Shader Graph

Custom Renderer Features

Goes through examples of Renderer Features and explains how to write Custom Renderer Features and Scriptable Render Passes for Universal RP. Mostly focuses on Unity 2022, but now also provides some snippets for newer versions!

URP

Intro to the Shader Pipeline

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

HLSL

Intro to Shader Graph

A detailed introduction on how to use Unity Shader Graph! Graph setup, Data types, Understanding Previews, Properties, Keywords, Sub Graphs and more!

Shader Graph

Shoreline Shader Breakdown

A few water shader techniques I've used in the past for mapping ocean waves crashing into the shore/beach & leaving behind wet sand

URP
Shader Graph
Blender

Local UVs for Sprites in Sprite Sheet/Atlas

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

Shader Graph
HLSL
2D

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