Click on an image to see an animated gif in a new window. Click on the text to go to the Patreon files (for patrons).

Fake Billboard Lights FILES Faking Point lights with billboards. Thousands of Lights in Forward! MOAR LIGHTS

Toon Lighting WRITEUP + FILES (Free) An explanation of a simple approach to Toon Lighting, and some interesting things you can do with it.

Smudgy Depth Aware Pixelization FILES Pixels of different sizes living together in harmony. With some smudge and noise.

Fake Sphere Billboards FILES Properly lit, perfeclty smooth sphere rendering on a quad.

Blobby Clouds and Liquids FILES Blobby Polygon Clouds and Liquids made by blurring the GBuffer normals

Toon Eye FILES A customisable eye shader. Put the highlight where you want it. + A version that uses zero textures.

Black Ice Triplanar Terrain FILES An animated triplanar grid terrain shader for Black Ice.

Foliage Wind Movement FILES A Simple approach to make leaves and grass move in the wind.

Glow via MaterialPorpertyBlock FILES (Free) Changing lots of materials cheaply without creating material instances via Material Property Blocks

Hit Impact FILES Flexible 'Breath of the Wild' inspired Hit Impact FX, spawned with a particle multi-emitter.

Post Process Outline FILES Outline variations - colourful and jittery and all done via post processing.

Glow Dissolve FILES Stolen (with love) from the Breath of the Wild teleportation effect.

Smoke LineRenderer FILES A way to make dynamic Fire and Smoke trails that stay smooth in motion, without using particles.

Rain with blurry refractions FILES Here's a rain shader that uses a blurred screen texture (done via a command buffer) to create a bloomed light refracting through the drops.

Projectile Trails FILES Here's a way to make smokey projectile trails It can be used for standard gunfire, lasers, and also a lighting gun type of effect.

Community Requests FILES (Free) Stencil particles. Gradient Texture Editors. Fog Volumes. Custom Vertex Streams.

Laser Scanning FILES Two simple laser type effects. One like a laser sight using raycasts, and another that's more like a sci-fi sweep scanner.

Pulse Distortion Spheres FILES Worldspace Pulse FILES Flexible Pulse Scanning shader on a sphere - pops the rim and any geometry overlaps, with optional distortion.

Mesh Fireball FILES Here's a world mapped fireball, just using a sphere mesh that's been stretched, tapered and then bumped up with noise.

Occlusion Fade near camera FILES (Free) A good approach for stopping foliage, grass, and other objects from getting in the way of the camera is to fade them out via the camera depth.

Silhouette Light Plane FILES A nice simple way to pop out the silhouette of a cave entrance or other level detail is to use a silhouette card to fill the area with a tint of light.

Weapon Trails with Cut Lines FILES Using a stepped depth fade where a weapon trail meets underlying geometry to create a temporary 'cut line' .

Triplanar Toon Environment FILES A triplanar environment toon shader with light wrapping and some other toon-shader features.

Saturated Toon Shader FILES Toon Shader with rim light, coloured shadows, saturated edges etc.

Sketch Shader FILES Sketchy shader, with cross hatched shadows, outlines (internal and external) and a matcap rimlight.

Transparency Shadows FILES Rendering shadows on transparent surfaces is not trivial, but by rendering the water twice we can get around this.

Coloured Shadows FILES Using Shader Replacement we can add colour to the shadows as a post processing effect.

Jittery Outline FILES Edge Breakup FILES Using Shader Replacement for an edge breakup effect, and jittery outlines

Environmental Interaction (water ripples) FILES Using particles to create environmental interactions, like water ripples and mud/snow trails.

Halftone object shader and image effect FILES Here's a simple Half Tone shader, in both an image effect variation and a per object variation (the sphere in the middle).

Toon Fire FILES + WRITEUP + VIDEO Using Shader Replacement to add an edge breakup and a jittery outlines as a post processing effect.