These are some of my first experiments with shaders using the shader graph in Unity! Originally made in October 2022
My first time using a vertex displacement shader in Unity. By using the normal vector node I make the shape expand along it’s normals. This method displaces the mesh, so I added a blue outline where the original position was.
By adding a noise texture I can create a wobbly effect
By using vertex colors in the mesh, I made some vertices expand while the others remained in place. I thought I could create an outline effect with a fresnel, but that didn’t seem to work as planned.
Instead of a 3D object I used a flat mesh with a billboard script. By changing the vertex normals in the mesh I could create this effect with no extra elements in the shader
Here I tried to create a shockwave effect with vertex displacement. Not quite what I envisioned, but it’s the closest I got.
Here I made a wavy surface and a flag using the tiling and offset node. By overlapping multiple waves with different amplitudes and frequencies I created a more realistic effect.
By using different methods of UV unwrapping, I could obscure the seams behind the circle when making a shader like this. If combined with a billboard script, then the seams would be completely invisible.
Here I rotated some objects using the Shader Graph. The original positions of the objects are again shown in blue.
Using the things I’ve learned so far, I created an animated fireball. It’s made up of four different shaders, each applied to a different mesh. I used alpha channels to build multiple layers of the fireball.
All the different parts of the fireball singled out, and also what it looks like from the back.
A holographic pulsing effect, achieved by mapping the UVs in a specific way to allow for animation.
A wobbly space effect using pixel distortion. Achieved by using the screen position UVs and adding it to the scene color node.
A bubble effect, also using pixel distortion. Made by using two simple gradients, and positioning them using the tiling and offset nodes.
The same bubble shader, but animated to create a shockwave effect.
Animated star particles made using the VFX graph. Animated using flipbook textures, and random rotation is added to each star.
I used two cameras, one with a post-processing effect, the other to render the particles.