Daniel Ilett
  • 🎨 Work with me
  • ✨ Unity Assets
    • Retro Shaders Pro

    • Snapshot Shaders Pro

    • Snapshot Shaders 2

    • Hologram Shaders Pro

    • Toon Shaders Pro

    • Shader Toolbox

    • Blur Shaders Pro
  • 🌟 Godot Assets
    • Retro Shaders Pro

    • Hologram Shaders Pro
  • 🎮 Toys
    • Game Generators
  • Toggle light/dark theme

Games | Shaders | Tutorials

1
2
3
4
5
6
7
8
Next
Retro Shaders Pro - A Technical Breakdown
Retro Shaders Pro - A Technical Breakdown

The PlayStation 1 had many iconic visual oddities which can be recreated using modern shaders. Learn how I created a pack of retro-styled asset packs and published on the Unity Asset Store.

January 27, 2026
Vertex Shaders & Tessellation | Unity Shader Code Basics 05
Vertex Shaders & Tessellation | Unity Shader Code Basics 05

We can physically move vertices in the vertex shader to create wave effects. If your meshes are too low-poly, you can subdivide them with tessellation to improve the fidelity.

January 3, 2026
The Depth Buffer | Unity Shader Code Basics 04
The Depth Buffer | Unity Shader Code Basics 04

Unity uses a depth buffer to effectively sort objects in a per-pixel way. We can read depth information to create silhouettes or use a different depth test for an x-ray effect.

January 2, 2026
Transparency | Unity Shader Code Basics 03
Transparency | Unity Shader Code Basics 03

Transparent objects need to be drawn differently to opaque objects, since their color gets blended with the existing screen contents, with many possible blend modes.

January 1, 2026
Textures & UVs | Unity Shader Code Basics 02
Textures & UVs | Unity Shader Code Basics 02

Textures give you a lot more control over a mesh's surface appearance than just a base color alone could ever do. Learn all about texture mapping in this tutorial.

October 16, 2025
Your First Shader | Unity Shader Code Basics 01
Your First Shader | Unity Shader Code Basics 01

There are still things that Shader Graph can't do, but HLSL shader code gives you total control over visuals. For the start of this new series, learn how to make an unlit color shader!

October 15, 2025
Unity Shader Graph Basics (Part 12 - Post Processing)
Unity Shader Graph Basics (Part 12 - Post Processing)

The Fullscreen graph type lets us read the screen contents and modify them as part of a post process effect. It's possible to make greyscale filters or outline effects.

October 14, 2025
Holofoil Cards in Shader Graph and Unity URP
Holofoil Cards in Shader Graph and Unity URP

Holofoil cards are great fun to pull in the Pokémon TCG, and with the stencil buffer and other Shader Graph tricks, we can create digital equivalents with a ton of tweakable settings.

October 13, 2025
Unity Shader Graph Basics (Part 11 - Terrains)
Unity Shader Graph Basics (Part 11 - Terrains)

Shader Graph doesn't support terrains (yet), but you can still sample the terrain control and splat textures to do terrain layering yourself.

October 12, 2025
Zelda Recall Rune in Unity URP
Zelda Recall Rune in Unity URP

With post processing, it's possible to draw specific objects to a mask texture and outline them, turning the rest of the screen greyscale with a screen wipe effect.

October 11, 2025
Mystery Dungeon Sketches in Unity URP
Mystery Dungeon Sketches in Unity URP

By combining screen-space shadow maps, depth textures, post processing, and triplanar mapping, we can create flexible sketched shadows.

September 27, 2024
Unity Shader Graph Basics (Part 10 - Custom Functions)
Unity Shader Graph Basics (Part 10 - Custom Functions)

Custom functions let us inject any code we want into Shader Graph, including data about additional point lights for a multi-source cel-shading effect.

July 9, 2024
Unity Shader Graph Basics (Part 9 - Scene Intersections 2)
Unity Shader Graph Basics (Part 9 - Scene Intersections 2)

Scene intersections can be used to make foamy water along coastal edges and glowing edges on objects which pass through other objects.

May 28, 2024
Unity Shader Graph Basics (Part 8 - Scene Intersections 1)
Unity Shader Graph Basics (Part 8 - Scene Intersections 1)

Using the depth buffer, we can find parts of an object which intersect other objects in the scene.

May 21, 2024
Unity Shader Graph Basics (Part 7 - Custom Lighting)
Unity Shader Graph Basics (Part 7 - Custom Lighting)

We can add new types of lighting to a graph, such as Fresnel (rim) light and cel-shading.

May 7, 2024
1
2
3
4
5
6
7
8
Next
YouTube
GitHub
Twitter
Reddit
itch.io
Unity
G Gumroad

© Daniel Ilett  •  2026