Glitter Effect in Unity Shader Graph and URP
Using noise to produce random vectors, we can calculate lighting based on the main light direction and add tiny sparkles to the surface of an object.
Using noise to produce random vectors, we can calculate lighting based on the main light direction and add tiny sparkles to the surface of an object.
Decals are now supported in URP natively, but it's still useful to know how you can make your own decal Shader Graph using depth buffer tricks.
Shader Graph comes with over 200 nodes, and in this mammoth article, I'll explain how each one works with examples.
Snow only falls and stays on the upper surfaces of objects, so we can run the dot product with the up-vector to find which surfaces should have snow applied.
With alpha clipping and raycasts, we can find out which walls obscure a specific object and cut out holes to keep the object visible.