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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
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
Image Effects | Part 6 - Painting Joy
Image Effects | Part 6 - Painting Joy

The Kuwahara filter removes noise from images, but it can also be used stylistically for an oil painting-like effect.

May 18, 2019   •    smo-shaders
Image Effects | Part 5 - Retro Arcade
Image Effects | Part 5 - Retro Arcade

Retro consoles had a limited resolution and color palette, which we can recreate in Unity by downsampling and posterizing the screen.

May 15, 2019   •    smo-shaders
Image Effects | Part 4 - Edgy Talk
Image Effects | Part 4 - Edgy Talk

The Sobel filter is great at detecting edges, and we can use its output to outline objects in the scene or make everything look like it's neon-lit.

May 11, 2019   •    smo-shaders
Image Effects | Part 3 - Blurring Algorithms
Image Effects | Part 3 - Blurring Algorithms

Box blur and Gaussian blur are two popular blurring algorithms. We can make these blurs significantly more efficient by using two passes, because they are linearly separable.

May 8, 2019   •    smo-shaders
Image Effects | Part 2 - Getting Deep
Image Effects | Part 2 - Getting Deep

With the depth buffer, we can color objects lighter or darker based on how far they are from the camera for a simple silhouette effect.

May 4, 2019   •    smo-shaders
Image Effects | Part 1 - Colour Transforms
Image Effects | Part 1 - Colour Transforms

One of the simplest image effects involves basic color mapping. Greyscale filters map from RGB to a single value, while sepia tone uses a matrix of values for a new RGB color.

May 1, 2019   •    smo-shaders
Image Effects | Part 0 - Shader Primer
Image Effects | Part 0 - Shader Primer

In this article, we'll go through a crash course on writing image effect shaders for Unity's built-in render pipeline.

April 27, 2019   •    smo-shaders
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