Daniel Ilett
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danielilett.bsky.social
Daniel Ilett
@danielilett.bsky.social
What if the world was geese, all the way down

I do shaders and gamedev and stuff wheeeee
You can stack effects into a single volume profile, each of which can use a local mask texture, or you can share a global mask texture between effects. If you want to use an underwater filter on your scene but make specific objects pixelated, you can do that!
September 22, 2025 at 4:14 PM
Most of the effects from the original Snapshot Shaders 2 have been reworked completely with added parameters and usage modes. Plus, I'll be adding new effects in the coming weeks and months!
September 22, 2025 at 4:14 PM
Here's a little look at the holographic card shader I've been working on - I'm hoping to get a tutorial video finished and released over the weekend! ✨
May 24, 2025 at 5:04 PM
It also comes with a library of subgraphs for RGB<->HCL color transforms, better Voronoi, refraction, lighting, and stochastic texturing to avoid tiling, with more shaders and subgraphs planned for future updates. Plus, heaps of options just like URP's base shaders.
May 20, 2025 at 4:49 PM
✨ For the next couple of weeks, it'll have a 50% launch discount. You'll get effects like dissolve, heat haze, iridescent bubbles, and Voronoi-based lava, among others, each with a full list of PBR properties where applicable.
May 20, 2025 at 4:49 PM
I just released a new asset pack, Shader Toolbox for Unity URP! It comes with a bunch of new shaders, subgraphs for Shader Graph, and my favorite feature: a way to see transparent objects in effects which use the camera texture!

📦 Get it here: assetstore.unity.com/packages/vfx...
May 20, 2025 at 4:49 PM
A sneak peak of a shader tutorial I've been working on lately: holographic trading cards 🪿
May 20, 2025 at 11:53 AM
This seller knows what's up
May 1, 2025 at 4:15 PM
I'm also working a collection of Shader Graph stuff based on some previous work! I'm adding all-new options and settings, plus fancy editor windows for each effect.
March 6, 2025 at 5:58 PM
Working on a feature for Retro Shaders Pro that lets you apply the CRT effect to any regular mesh! Should support basically all the same parameters as the screen effect version.
March 6, 2025 at 4:50 PM
Need a shader for your game? You can grab my bundle of four shader packs right now for a ~28% discount! Act fast, because you only have 75 years (itch doesn't support permanent bundles): itch.io/s/145936/ult...
January 16, 2025 at 3:37 PM
Working on a graph version of my toon shader and I love this absolute bastard of a custom node that I made, I kind of feel dirty
December 26, 2024 at 8:48 PM
You can also swap out a couple of materials to render inverted hull outlines instead of post-processed outlines. I prefer the post-processed approach because you don't need to worry about setting up smoothed normals.
December 20, 2024 at 8:31 PM
The basic approach is to render each object to a separate texture with a unique color. Then I can use any edge detector (like Sobel) on that image and draw the outlines.
December 20, 2024 at 8:31 PM
Been working on a new toon shader in Unity and I have FINALLY got per-object outlines on specific layers. I tried this months ago and kept hitting roadblocks. Behold my army of Blender default monkeys!
December 20, 2024 at 8:31 PM
honk #geese (also swans)
November 13, 2024 at 10:40 PM