Shader Graph
Tentacle Shader Breakdown
A shader that uses vertex displacement to simulate a tentacle grabbing / wrapping around an object
Tornado Shader Breakdown
A shader applied to a few layers of alpha-clipped scrolling noise, with vertex displacement to make it wobble
Sword Slash Shader Breakdown
A shader applied to a ring mesh that pans a texture along it to create a swipe/slash effect
Holofoil Card Shader Breakdown
A shader that replicates the Holographic Foil effects on Trading Cards. Also explains the stencil shader effect on the card window.
Soft Foliage Shader Breakdown
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
Intro to Shader Graph
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!
Crystal Shader Breakdown
An unlit/glowing crystal shader with a colour gradient based on object space Y position, and refraction via Scene Color node
Depth
A big post explaining everything about Depth : Depth Buffer, Depth Texture / Scene Depth node, SV_Depth, Reconstructing World Position from Depth, etc.
Fire/Flame Shader Breakdown
A shader which distorts the UVs with noise for sampling a fire texture or shape generated using ellipse nodes
Sprite Glow/Outline Shader Breakdown
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