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Tagged with shader

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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   •    game-recreations
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
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   •    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
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
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   •    portals
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