Category: Unity

Tips and tutorials for developing games in Unity

Timeline For Shader Graph

timeline shader graph title

How to animate Shader Graph using Timeline or code. While there isn’t support out of the box, using timeline for shader graph will make controlling your shaders easy and fun. One of the key reasons to make a shader is in creation of an animating effect. Today I’ll cover how to use Timeline to animate […]

Shockwave Shader Graph

A shockwave shader graph (or shock wave shader graph) is a relatively simple effect, that can add a lot of pop to actions in your game. Today I’m going to cover both how to do it as a fragment shader effect (for sprites or full-screen) and as a vertex shader effect (for more complex models). […]

HSV Shader Graph – Hue Saturation Value

HSV Title Image

There are a number of ways to mathematically represent a color.  In computer graphics, RGB is by far the most common – Red, Green Blue.  Second to that is HSV – Hue, Saturation, Value.  This tutorial will go through how to make HSV shader graph nodes to convert between the two, and why you would […]

Geometry Shaders in URP

Geometry shaders are shader functions you can run after your vertex shader, and before the fragment shader.  Today I’ll go over how to set one up in the Universal Render Pipeline, or URP.  As a bonus, I’ll also be covering a trick for creating code shaders in URP that bypasses a lot of the effort […]

Old Movie Shader Graph

Old movie effects can take many forms.  Some are just black and white, some sepia.  Some have dirt & noise that causes bright spots, some cause dark spots.  The old movie shader graph we’ll make today will be sepia with dark dirt, but as I go I’ll point out where we could adjust that.   This […]

Heat Haze Shader Graph How-To

Heat Haze Title

It’s 103F (40C) where I live today, so it felt right to create a tutorial on how to make a heat haze shader graph. Heat haze is the deformation and sometimes blurring of the air around hot things. I think the science behind it has something to do with water vapor, but we won’t worry […]

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