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

Tagged with built-in

1
2
Next
Blur Shaders Pro - A Technical Breakdown
Blur Shaders Pro - A Technical Breakdown

Why sell an asset pack, when you can deprecate it and release it for free under the MIT license? Learn how I made a two-pass Gaussian blur post process with sparse kernel support.

April 22, 2026   •    technical-breakdown
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
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
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
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
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   •    ultra-effects
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
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
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   •    portals
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
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
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
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
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
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
1
2
Next
YouTube
GitHub
Twitter
Reddit
itch.io
Unity
G Gumroad

© Daniel Ilett  •  2026