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Dissolve effects exploded in the Unity gamedev YouTube tutorialsphere around the time Shader Graph first came out.
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We’ve made lots of shaders which run on objects in the scene, but that’s not all that shaders are capable of.
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We have created many shaders now, supporting features like alpha-blended transparency, alpha clipping, depth testing and writing, shadow casting and receiving, and both the metallic and specular workflows for PBR.
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Each week the Unity Asset Store features a single publisher on the homepage and I’m proud to announce that this week, I’m their chosen publisher!
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In Part 6, we learned about ambient, diffuse, specular, and Fresnel lighting, using light data in shaders, and adding a shadow caster pass to any effect.
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What should you do when an idea doesn’t pan out the way you’d hoped?
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In Part 5, we learned how to deform shapes with the vertex shader and use tessellation shaders to improve the fidelity of a wave shader effect.
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You probably know me from my shader tutorials, but I find myself spending much more time on my asset packs these days.
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In Part 4, we learned all about the depth buffer, and how we can read from it to create shaders such as a silhouette effect.
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In Part 3, we learned about transparency, and how we need to sort transparent objects back-to-front before rendering to ensure the correct color result because transparent shaders blend their color with the existing screen contents.