Lightweight occlusion based on directional lightmaps. This is not a screen space technique, but instead relies on baked data to determine the overall light direction.
Thomaz Nardelli
@zazamorga.bsky.social
Technical Artist | Graphics Programmer | Shader boy https://linktr.ee/zazamorga
A very fast to render transmission shader that is fully opaque and relies on reflection probes to achieve a convincing look. An inverted normals ambient occlusion map is used as a thickness map. This approach could be further extended with an SDF of the model to perform more accurate refractions.
A volumetric cloud system I built for a friend’s prototype. They are generated using 2D noise sampled in froxel space and ray-marched in screen space.
An ice shader! It uses the mesh’s SDF to speed up the ray marcher and determine accurate thickness through the ice, and checks the depth buffer to correctly display objects inside with nice refractions.
You can make cheap and good looking fog by blending it with your skybox texture instead of a flat color, especially in overcast or hazy environments.
Did you know that URP renders ambient occlusion before opaque objects? This allows for some cool tricks like blending textures using the SSAO as a mask!
Did you know Blender has a built-in way to bake pivots to UVs? Just go to the templates and select "Operator Mesh UV". Bake the first UV as it is, and the second one using XZ instead of XY. You’ll need to adjust to Unity’s coordinate system like so: pivot = float3(-uv0.x, uv1.y, -uv0.y);