Note
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In this repository I store shaders I wrote in Unity or shaders I found in the internet
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These shaders stored in
.shadergraphformat, so you can easily import them to Unity -
Each shader has parameters that can be modified to suit a specific case
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In Unity you need to apply
.shadergraphto material and this material apply to object to see shader -
Some shaders depend on light in scene (Lit) and some shaders not (Unlit). There are shaders that can be applied to your render pass in render pipeline as a render feature (Fullscreen shaders)
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Some shaders require subgraphs, you can find them in
/Bubgraphsdirectory
Can be useful, if you have sprite with background that should be transparent
The most recognizable shader. For this shader I created 2 scripts:
- DissolveAnimation.cs - When you apply
DissolveAnimation.csto an object it allows to control animations for dissolve: appear, disappear, ping-pong. You can also adjust speed and padding in case your object doesn't appear/disppear fully - DissolveEditor.cs - add buttons to Editor. Just import it in your project
When you decrease transparency, appears dithering
It can be useful as a mask that only shows objects when you look through it
Shader that simulates a dithering effect for shadows
Vertex shader. You can apply a texture to make foams
Creates shadow at the boundaries of intersection
Creates glowing at the boundaries of intersection, but depends on object's UV
Cool and versatile effect that can be used everywhere
Inspired by balatro background. To make shader more explicit you should apply a texture in editor (e.g. gradient)
Apply a texture in editor
Warning
These shaders can only be applied into your render pipeline (URP, HDRP)
Find your renderer (by default it's PC_Renderer)
Add renderer feature -> Full Screen Pass Renderer Feature -> Add a metarial into Pass Material
Well, it makes the image grey...
Outlines objects
Halftone applied to objects, outline applied to render pass
1. Outline per object shader

















