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  1. Dissolve effects exploded in the Unity gamedev YouTube tutorialsphere around the time Shader Graph first came out.

  2. We’ve made lots of shaders which run on objects in the scene, but that’s not all that shaders are capable of.

  3. 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.

  4. 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!

  5. 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.

  6. What should you do when an idea doesn’t pan out the way you’d hoped?

  7. 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.

  8. You probably know me from my shader tutorials, but I find myself spending much more time on my asset packs these days.

  9. 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.

  10. 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.