URP
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.
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
Sun Beams / God Rays Shader Breakdown
Using billboarded quads (or particles) to produce a god rays effect (aka sun/light shafts, etc)
2D Water Shader Breakdown
A water shader intended for 2D, with pixelated highlights, distortion, reflections and simplified shoreline waves/ripples
Ultraviolet Lights & Invisible Ink
Examples for revealing invisible objects (especially decals, such as fingerprints or hidden messages) based on lights, stencils and other masking methods
Book (w/ Turnable Pages) Breakdown
A book with pages that flip/turn via vertex displacement, and selects a portion of a texture containing all pages.
Waterfall Shader Breakdown
A waterfall shader that interacts with a sphere to part the flowing water. Uses a signed distance field and alpha clipping.
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!
Fractured Cube Breakdown
Uses a shader which displaces (scales/rotates) vertices of a prefractured mesh with pivots baked into UV maps
Snowglobe Breakdown
Glass globe shader with background refraction & reflection. Particles are contained inside which inherit Rigidbody movements.