Daniel Ilett
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Portals | Part 3 - Matrix Clipping
Portals | Part 3 - Matrix Clipping

Using an oblique projection matrix to set up a view frustum is crucial for properly culling objects behind the portal plane without culling anything in front of it.

December 18, 2019
Portals | Part 2 - Stencil-based Portals
Portals | Part 2 - Stencil-based Portals

Rendering the view from behind one portal on the surface of its paired portal requires a bunch of space transformations and stencils.

December 14, 2019
Portals | Part 1 - Spyro Skyboxes
Portals | Part 1 - Spyro Skyboxes

Spyro renders the skybox of an upcoming level inside the portal for that level, then swaps the active skybox as you cross its threshold.

December 11, 2019
Portals | Series Introduction
Portals | Series Introduction

In this series of articles, we'll discuss portal rendering techniques for Spyro the Dragon and Portal.

December 1, 2019
Ultra Effects | Part 6 - Chromatic Course
Ultra Effects | Part 6 - Chromatic Course

Separating out different color channels and offsetting them using UVs can emulate the way wavelengths of light bend by different amounts in a real camera lens.

November 26, 2019
Ultra Effects | Part 5 - Filmic Filters
Ultra Effects | Part 5 - Filmic Filters

Classic photographic film has surface imperfections which mean more or less light is captured. We can recreate it digitally with random noise and add film bars based on aspect ratio.

November 20, 2019
Ultra Effects | Part 4 - The Next Dimension
Ultra Effects | Part 4 - The Next Dimension

Separating out an image into two and tinting red and blue lets us create an image which looks 3D when viewed by special glasses.

November 5, 2019
Ultra Effects | Part 3 - Tiling Trouble
Ultra Effects | Part 3 - Tiling Trouble

How often do you think about Ancient Rome? In this article, we'll pixelate the image and overlay a mosaic pattern between the pixel tiles.

October 30, 2019
Unity Tips | Part 5 - Persistent Data
Unity Tips | Part 5 - Persistent Data

There are several ways to save data with different strengths and weaknesses, including PlayerPrefs, binary serialization, and JSON files.

October 26, 2019
Ultra Effects | Part 2 - Sinking Feeling
Ultra Effects | Part 2 - Sinking Feeling

With a UV offset based on a flow map texture, you can make the camera feel like it's underwater.

October 22, 2019
Ultra Effects | Part 1 - Something Fishy
Ultra Effects | Part 1 - Something Fishy

Some lenses are stronger than others, and with UV manipulation, we can implement the extreme warping of a fisheye lens.

October 17, 2019
Unity Tips | Part 4 - Scriptable Objects
Unity Tips | Part 4 - Scriptable Objects

ScriptableObjects are a powerful way to create custom data assets which you can use for data storage, asset variables, events, and behavior.

October 7, 2019
Ultra Effects | Series Introduction
Ultra Effects | Series Introduction

In this series of articles, we'll learn about many different image effects such as fisheye lens, underwater, 3D anaglyph, and chromatic aberration.

September 18, 2019
Unity Tips | Part 3 - Interpolation
Unity Tips | Part 3 - Interpolation

Interpolation methods are ways to blend between two values smoothly. You can interpolate linearly, quadratically, spherically, and with animation curves.

September 8, 2019
Unity Tips | Part 2 - Coroutines
Unity Tips | Part 2 - Coroutines

With coroutines, you can run loops over several frames, chain them, and create custom ways to wait for the next loop iteration to execute.

August 20, 2019
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