URP
Toon Glass Shader Breakdown
A shader which produces solid diagonal lines across a quad's surface that moves with the camera position to simulate toon-like glass reflections
Fog Plane Shader Breakdown
Two examples of vertical fog effects produced using the depth texture (scene depth)
Cloud Shader Breakdown
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
Forcefield Shader Breakdown
A forcefield shader using fresnel effect for glowing edges, scene depth for object intersections and scene colour to produce ripples/distortion
Forcefield Shader Breakdown (Simple)
A simple version of a forcefield shader, using fresnel effect for glowing edges and scene depth for intersections with objects in the scene
Jellyfish Shader Breakdown
A shader that displaces vertices based on sine waves in order to animate a Jellyfish mesh
Water Shader Breakdown
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
Whirlpool Shader Breakdown
A shader that uses polar coordinates to offset vertices as well as sample a seamless noise texture to create a swirling effect
Hologram Shader Breakdown
A hologram shader based on sine/fraction nodes to produce repeating horizontal lines and fresnel effect, with optional distortion and glitching effects
Portal Shader Breakdown
A portal/wormhole shader on manipulating polar coordinates to create a spiralling effect