Daniel Ilett
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Unity Tips | Part 6 - Prefabs
Unity Tips | Part 6 - Prefabs

Unity's flexible prefab system lets you create template objects and instantiate copies anytime. Plus, you can nest prefabs and create variants with different properties.

May 16, 2020
2D Outlines in Shader Graph and URP
2D Outlines in Shader Graph and URP

We can draw outline pixels around a sprite based on whether nearby pixels are opaque or transparent, as long as the sprite has some transparent padding.

April 27, 2020
Transparency Dithering in Shader Graph and URP
Transparency Dithering in Shader Graph and URP

Alpha clipping along a dither pattern can approximate real transparency if viewed on a high-resolution screen, despite using opaque pixels.

April 19, 2020
Dissolve Effect in Shader Graph and URP
Dissolve Effect in Shader Graph and URP

Dissolve is often used for destroying objects in games, or in reverse when spawning them in. Shader Graph makes it simple to make effects like these!

April 15, 2020
Stylised Water in Shader Graph and URP
Stylised Water in Shader Graph and URP

Surfing the seas in Zelda Wind Waker is so iconic because of the stylized water effect, which we can recreate with a Voronoi-style noise texture.

April 5, 2020
2D Metaballs and Custom Post Process in Unity URP
2D Metaballs and Custom Post Process in Unity URP

Metaballs are a method of simulating smooth surfaces, and by adding physics components to each one, with a bit of shader magic, we can simulate simple fluids.

March 28, 2020
Cel-shading in Shader Graph and URP
Cel-shading in Shader Graph and URP

With a bit of added custom HLSL code, we can use Shader Graph to create a cel-shaded lighting effect.

March 21, 2020
Ultra Effects | Part 11 - Fire Frames
Ultra Effects | Part 11 - Fire Frames

With some noise, color ramps, and UV calculations, we can burn away the edges of the screen.

March 11, 2020
Ultra Effects | Part 10 - Dungeon Drawing
Ultra Effects | Part 10 - Dungeon Drawing

For an easy sketched look, we can combine depth-, color-, and normal-based outlines with an overlaid sketch texture which animates in discrete time steps.

March 4, 2020
Ultra Effects | Part 9 - Obra Dithering
Ultra Effects | Part 9 - Obra Dithering

Return of the Obra Dinn used a beautiful stable dithered effect in 3D. We can do something similar in screen space to implement a two-toned noisy effect.

February 26, 2020
Ultra Effects | Part 8 - Crazy Kaleidoscopes
Ultra Effects | Part 8 - Crazy Kaleidoscopes

A kaleidoscope uses angled mirrors to produce a psychadelic image, which we can recreate in shaders with polar coordinates and thresholding based on angle.

February 19, 2020
Ultra Effects | Part 7 - Vintage Video
Ultra Effects | Part 7 - Vintage Video

Scanlines and fuzzy visual glitches are all you need to create a simple and convincing CRT screen effect.

February 12, 2020
Portals | Part 6 - Portal Recursion
Portals | Part 6 - Portal Recursion

In Portal, you can see portals in portals, which requires recursively mapping the view from one portal in another portal.

January 19, 2020
Portals | Part 5 - Placing Portals
Portals | Part 5 - Placing Portals

Firing portals and snapping them to the edge of a wall without overhangs involves a lot of fiddly raycasts. Plus, let's shoot portals through portals, Narbacular Drop-style.

January 12, 2020
Portals | Part 4 - Portal Momentum
Portals | Part 4 - Portal Momentum

When an object travels through one portal, its momentum must be conserved. Plus, we need to render a clone whenever the object is partway through a portal.

January 3, 2020
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