URP

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

Writing Shader Code in Universal RP (v2)
Explains how shader code (ShaderLab & HLSL) is written to support the Universal RP

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

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

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

Sprite Stencil Overlay Breakdown
An example of using the RenderObjects feature on the Forward Renderer to produce an overlay effect for sprites (not compatible with the 2D renderer)

Dissolve Shader Breakdown
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