Continuing from the URP series, this set of tutorials explores even more shaders, primarily for URP. Shader Graph-based shaders will likely work in HDRP and the built-in pipeline too! Shaders in this series were built with Unity 2021.3 LTS.

In 2018, the rendering system in Unity was totally overhauled, resulting in Scriptable Render Pipelines. One of the two new pipelines, called Universal Render Pipeline, targets all kinds of devices. In this series of articles, we'll build tons of shaders and explore what makes URP unique.

Many games feature portals. This series explores a complete implementation of physics-accurate portals, starting with Spyro-style portals as an hors d'oeuvre and building up to a recursive scene-rendering portal with Rigidbody-based portal momentum preservation!

Following on from the original Image Effects series, these tutorials go beyond existing effects I've seen in games and go on to implement new effects - from cinematic film grain and black bars, to red-and-cyan-glasses anaglyph 3D, to wobbly and watery waves, there's lots of variety!

Ever needed more of an in-depth look into parts of the Unity Engine? The intention of this series is to consolidate as much high-quality information on each topic into one place as possible. Topics include Interpolation, Garbage Collection, Persistent Data, ScriptableObjects and Coroutines.

Moving on from image effects, this series looks at lighting models used to illuminate 3D models. We look at basic diffuse lighting, then build on our lighting model to introduce specular highlights, fresnel lighting, bold outlines, and - key to cel-shading - introduce hard cuts in our lighting.

This series is a gentle introduction to many key shader features and guides you gently into shader syntax and the shader-writing mindset. By the end, you'll have written about a dozen fully-featured filter effects!