30, freelance technical artist, goose enthusiast, https://xitter.cf/t.co/xa13BV5B6L, he/him.

Joined April 2013
My Unity shader book is OUT NOW! It's a 700 page chonk covering all render pipelines, HLSL shader code, Shader Graph, maths, textures, depth, transparency, lighting and shadows, post processing, compute, tessellation, and so much more! Check it out with the links below! ⬇
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I made a Godot shader tutorial about the depth and stencil buffers! They greatly expand the kinds of effect you can create, ranging from x-ray vision and silhouettes, to more effective water shaders, to 'impossible' rooms where you can only see one set of objects from each side.
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I've been working on a Godot shader tutorial series for a little while now and I'm happy to finally release the first part today! It covers the absolute basics: vertex and fragment shaders, rasterization, parameters, and shader hints. youtube.com/watch?v=ZJv3e8Jq…
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I modelled the series on my previous work with Unity, so the next parts of the series will cover textures, transparency, depth, lighting, PBR, alpha clipping, and more. It won't be 1:1 with the Unity series, but it'll cover similar concepts. danielilett.com/2026-10-01-g…
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The goal is to catch up with my existing Unity output, and then future videos and articles about shaders can take on an engine-agnostic approach where I talk more about general techniques and design choices, rather than Unity-specific line-by-line explanations.
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I made a little follow-up tutorial about terrains, since they added official support in Shader Graph. With height-based blending, you can add more realistic transitions between terrain layers, vs the default smooth blending region. youtube.com/watch?v=dvMi8zMd…
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I generated Voronoi and Perlin noise in shader code and used them to create dissolve effects like these, and made a tutorial about the process. You get a lot more control over the shape of the noise compared to Shader Graph's node implementations.
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With a custom material GUI, you get full control over what happens when you modify properties, so you can create an uber-shader supporting tons of features by changing keywords and enabling shader passes! youtube.com/watch?v=-86V77AJ…
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Just one more day or so to get Toon Shaders Pro for Unity for FREE with coupon code DANIELILETT, and the rest of my stuff all on 50% sale! assetstore.unity.com/package… (make sure you actually apply the coupon code to get it for free though!!!)
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I'm so happy to say I'm Unity's Publisher of the Week! You can get a copy of Toon Shaders Pro for free with a coupon code, and the rest of my assets are 50% off. assetstore.unity.com/publish…
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Well, just under 24 hours, and the update has been submitted but is pending approval, but yeah! 70% off!
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This tutorial just released! Very happy with how this one turned out so I hope you'll give it a watch :) youtube.com/watch?v=Pg74d22P…
Physically Based Rendering lets you describe the physical properties of an object, such as its metallicness, and let the underlying lighting model use those descriptions to calculate how lights should appear. Part 7 of my shader tutorial series will come out in the coming days!
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Physically Based Rendering lets you describe the physical properties of an object, such as its metallicness, and let the underlying lighting model use those descriptions to calculate how lights should appear. Part 7 of my shader tutorial series will come out in the coming days!
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Recently I decided to retire one of my old asset packs and make it free, so I wrote about how I made a two-pass Gaussian blur with sparse kernel support for the asset: danielilett.com/2026-04-22-a…
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I've also released a new updated version, Blur Shaders 2 for URP, which supports masking the effect based on Unity layers, plus a Light Streaks effect which uses a luminance threshold. This will continue to be supported: assetstore.unity.com/package…
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