URP
![](https://www.cyanilux.com/tutorials/dissolve-shader-breakdown/Preview.png)
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
![](https://www.cyanilux.com/tutorials/toon-glass-shader-breakdown/Preview.png)
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
![](https://www.cyanilux.com/tutorials/fog-plane-shader-breakdown/Preview.png)
Fog Plane Shader Breakdown
Two examples of vertical fog effects produced using the depth texture (scene depth)
![](https://www.cyanilux.com/tutorials/cloud-shader-breakdown/Preview.png)
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
![](https://www.cyanilux.com/tutorials/forcefield-shader-breakdown/Preview.png)
Forcefield Shader Breakdown
A forcefield shader using fresnel effect for glowing edges, scene depth for object intersections and scene colour to produce ripples/distortion
![](https://www.cyanilux.com/tutorials/forcefield-shader-breakdown-simple/Preview.png)
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
![](https://www.cyanilux.com/tutorials/jellyfish-shader-breakdown/Preview.png)
Jellyfish Shader Breakdown
A shader that displaces vertices based on sine waves in order to animate a Jellyfish mesh
![](https://www.cyanilux.com/tutorials/water-shader-breakdown/Preview.png)
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
![](https://www.cyanilux.com/tutorials/whirlpool-shader-breakdown/Preview.png)
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
![](https://www.cyanilux.com/tutorials/hologram-shader-breakdown/Preview.png)
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