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All posts in sg-basics

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   •    sg-basics
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   •    sg-basics
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   •    sg-basics
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   •    sg-basics
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   •    sg-basics
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   •    sg-basics
Unity Shader Graph Basics (Part 6 - Lighting Basics)
Unity Shader Graph Basics (Part 6 - Lighting Basics)

With physically based rendering (PBR), we describe the physical properties of a surface, such as albedo color, normals, smoothness, metallic, and light emission.

March 19, 2024   •    sg-basics
Unity Shader Graph Basics (Part 5 - Vertex Shaders)
Unity Shader Graph Basics (Part 5 - Vertex Shaders)

Along with coloring pixels, we can modify the vertices of a mesh in-shader to create wave displacement effects, amongst other things.

February 13, 2024   •    sg-basics
Unity Shader Graph Basics (Part 4 - The Depth Buffer)
Unity Shader Graph Basics (Part 4 - The Depth Buffer)

To render an image properly, Unity writes extra information to the depth buffer. We can read that data to make a silhouette effect.

December 20, 2023   •    sg-basics
Unity Shader Graph Basics (Part 3 - Transparency & Alpha)
Unity Shader Graph Basics (Part 3 - Transparency & Alpha)

Transparent objects are drawn after opaque objects in a back-to-front order, and alpha clipping can remove pixels based on alpha (transparency) values.

December 11, 2023   •    sg-basics
Unity Shader Graph Basics (Part 2 - Textures & UVs)
Unity Shader Graph Basics (Part 2 - Textures & UVs)

We use textures to apply base color information to the surface of an object, which requires texture coordinates (UVs) to map the texture onto the mesh.

December 4, 2023   •    sg-basics
Unity Shader Graph Basics (Part 1 - Your First Graph)
Unity Shader Graph Basics (Part 1 - Your First Graph)

Shader Graph is Unity's node-based editor for making shaders - small programs that modify the appearance of objects.

September 26, 2023   •    sg-basics
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