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Tagged with post-processing

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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
Zelda Recall Rune in Unity URP
Zelda Recall Rune in Unity URP

With post processing, it's possible to draw specific objects to a mask texture and outline them, turning the rest of the screen greyscale with a screen wipe effect.

October 11, 2025   •    game-recreations
Mystery Dungeon Sketches in Unity URP
Mystery Dungeon Sketches in Unity URP

By combining screen-space shadow maps, depth textures, post processing, and triplanar mapping, we can create flexible sketched shadows.

September 27, 2024   •    game-recreations
Gaussian Blur Post Process in Unity URP
Gaussian Blur Post Process in Unity URP

With Renderer Features, we can create an efficient two-pass Gaussian blur with configurable kernel size.

June 1, 2023   •    unity-2022
Outline Post Process in Unity Shader Graph (URP)
Outline Post Process in Unity Shader Graph (URP)

With the Fullscreen Shader Graph type, we can draw outlines by finding changes in color across nearby pixels.

March 21, 2023   •    unity-2022
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   •    unity-2019
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
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
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   •    ultra-effects
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