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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
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
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   •    ultra-effects
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   •    ultra-effects
Cel Shading | Part 5 - Finishing Touches
Cel Shading | Part 5 - Finishing Touches

We can implement a texture lighting ramp for finer control over our lighting cutoff points and use different stencil IDs to prevent strange outline overlap issues.

June 23, 2019   •    cel-shading
Cel Shading | Part 4 - Edge Outlining
Cel Shading | Part 4 - Edge Outlining

Outlines are a great way to emphasize the toon aesthetic, and we can add inverted hull outlines in a second pass.

June 15, 2019   •    cel-shading
Cel Shading | Part 3 - Bump Mapping and Fresnel Lighting
Cel Shading | Part 3 - Bump Mapping and Fresnel Lighting

Normal maps let us add finer detailing on an object's surface and change the way lighting interacts with the object. Fresnel lighting helps objects stand out in a scene.

June 12, 2019   •    cel-shading
Cel Shading | Part 2 - Cel-shaded Lighting
Cel Shading | Part 2 - Cel-shaded Lighting

By introducing a hard cutoff point in the lighting ramp, we can render cel-shaded lighting, which makes objects look cartoony.

June 8, 2019   •    cel-shading
Cel Shading | Part 1 - Diffuse Lighting
Cel Shading | Part 1 - Diffuse Lighting

Unity provides ways of accessing information about lights in the scene, and we can use the vector dot product to calculate the amount of illumination on the surface.

June 5, 2019   •    cel-shading
Cel Shading | Part 0 - Lighting Models
Cel Shading | Part 0 - Lighting Models

We use simplified models to approximate the way real light behaves. By splitting light into ambient, diffuse, and specular components, we can calculate light efficiently.

June 1, 2019   •    cel-shading
Cel Shading | Series Introduction
Cel Shading | Series Introduction

The cel-shading technique was used to stylize the look of many games such as Wind Waker and Jet Set Rario. This series of articles will explore how it works.

May 29, 2019   •    cel-shading
Image Effects | Part 7 - Wrapping Up
Image Effects | Part 7 - Wrapping Up

In this article, we'll explore several shader concepts, including space transformations, structs, textures, shaders functions, and color spaces.

May 22, 2019   •    smo-shaders
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