From Unify Community Wiki
Revision as of 09:05, 8 January 2013 by Markus Ewald (Talk | contribs)

Jump to: navigation, search



This is a collection of shaders. See "Getting Started with Shaders" for an introduction to shader programming and learning material about shaders in general.

Please include a sample image or two showing off your shader goodness. If unsure how to do this, you can view a good example on the SkinShader2 page, as a reference.

Official Shaders

  • Built In Shaders - Here you can get the sourcecode for all the shaders that are built into Unity.

Unity 4.x Shaders

  • Transparent Single Color Shader - A shader that fills polygons with a single color and supports transparency. For text meshes or as a basis for other GUI-related shaders.

Unity 3.x Shaders

Unity 2.x Shaders

Porting Shaders

  • ShaderPortingNotes - Some guidelines for porting shaders between FX composer, RenderMonkey, Mental Mill, ShaderFX and Unity


  • Delta - Visualize loss of detail caused by texture compression.

Fullscreen Effects (Unity Pro only)

  • ColorBlindness - Coarse simulation of what your game might look like to someone who is red/green colorblind.
  • DreamBlurEffect - Yet another bloom/glow style effect (Post Render Effect, requires Unity Pro)
  • RefractionEffect - Fullscreen refraction effect. Can be used for raindrops, blood, underwater effects and others. Including color and color mask.


  • Anisotropic 2.x - Updated anisotropic lighting for version 2.x
  • DepthMask - For cutting holes in objects without changing geometry.
  • DesaturatedDarks2 - Non-lit areas are desaturated; lights "saturate" the colors (updated for v2).
  • FXHyperbolicStatic - Special effect for things like force fields.
  • FXHyperbolicStaticParticle - Special effect for things like energy balls with particle systems.
  • FXTrigField - Special effect for things like force fields.
  • MirrorReflection2 - A shader and script to make reflective mirrors.
  • Shield - A shader and script to make Shields spheres around your units (works with other shapes too).
  • TextureMask - A simple shader that will allow you to mask of parts of a texture.
  • Unlit - A shader that doesn't use lighting, useful for dashboard and other 3D GUI components.
  • Binary - Limits down textured models to 2 individual colors.
  • ProjectorAdditive - A shader for the projector component that does an additive/screen effect as opposed to multiply.
  • XRay - Additive X-Ray shader.
  • Planet - A shader which adds an atmosphere and per pixel lighting to your planets.
  • Fur - A basic fur shader with some minor(?) sorting problems.


  • BakedVertexColorBumpSpec2 - Lightmap in vertex colors, bumped specular.
  • BumpSpecRim - Bumpmapped specular with fake rim light affected by bump map.
  • BumpColorSpec - Bumpmapped specular with colored specular map.
  • ReflectiveVertexlitSimple - Simplified Reflective VertexLit shader, with a slider to control amount instead of alpha channel.
  • SkinShader2 - Shadow-supporting wrapped-diffuse+ specular + bumped + rim + fresnel shader. Good for skin shading!
  • 3SideProjDiffuse - Per pixel shaded autotexturing. No need for an UV-Map!
  • 3SideProjDiffuse1.1 - Added the option of selecting different textures for X, Y and Z coordinates.
  • ReliefDiffuse - Bumpmapped reliefmapping shader.
  • ReliefSpecular - Bumpmapped reliefmapping shader with specularity.


  • 3DText - Use this instead of the default shader when creating 3D Text, so the text doesn't always appear on top of objects.
  • TexturedFont - Use this shader in place of the built in Text Shader for multicolored fonts instead of solid colored ones.


These shaders are targeted at the original iPhone and iPod touch.

  • Blend 2 Textures - Blends two textures based on a slider, with an option to use light from Simply Lit
  • Blend 2 Textures by Lightmap Alpha - A lightmapped shader that blends two tiling textures based on a splatmap.
  • Masked Tint - Selectively tint your models based on a mask; render multiple differently-colored objects with only one total draw call.
  • Simply Lit - Uses ambient and diffuse vertex lighting to affect a single texture.
  • Texture Only - Maps a 2D texture onto your model, in 3D!
  • VertexColorUnlit - Two shaders for using with vertex-colored meshes; allows overbrightening
  • iPhoneGems -Using the gem .unitypackage from the unity website will cause poor gem shading on the iphone, this is their code including an update to the sub-shader that makes nicer iphone gems.



  • ToonShadowed - Variant of the Toon-Basic shader that receives shadows.
  • OutlinedDiffuse - Variant of the Toon-Basic shader that uses diffuse shading for surfaces


  • AlphaClipsafe - Like Particles/Alpha Blended, but fades out before it intersects the camera's near clipping plane.
  • AlphaSelfIllum - Textures object which is unaffected by light.
  • AlphaVertexLitZ - Just like Transparent/VertexLit, but with proper depth buffering. Useful for objects that need to fade out.
  • UnlitAlphaWithFade - Unlit shader similar to AlphaSelfIllum, but with the alpha of the colour taken into account to allow fading.
  • AlphaDiffuse2sided - Transparent 2-sided rendering

Unity 1.x Shaders

Most of these will just work with Unity 2.x, except mostly for complex pixel-lit shaders. If you verified that a shader from this list works with 2.x, add it to the list above as well!


  • Refraction - A fake refraction shader.
  • DepthMask - Masks areas with the depth buffer to cut holes in subsequent objects.
  • DesaturatedDarks - Non-lit areas are desaturated; lights "saturate" the colors.
  • MirrorReflection - A shader and script to make reflective mirrors.
  • MirrorReflectionLightmapped - A shader and script to make reflective mirrors with a lightmap.
  • ProjectorAdditive - A shader for the projector component that does an additive/screen effect as opposed to multiply.
  • SkyboxBlended - A skybox that blends between two sets of skybox textures.
  • Velvet - Velvet / Rim light shader
  • XRay - Additive X-Ray shader.


  • Anisotropic - A classical anisotropic lighting.
  • BumpSpecModulate - Bump mapped shader that modulates between original texture color and "alpha color" based on alpha of main texture.
  • Decal2UVs - Just like builtin Decal, just uses two UV sets.
  • SimpleAdditive - Colors a object with a single additive color.
  • SkinShader - A wrapped-diffuse plus specular plus rim righting shader. Good for skin shading!
  • TextureAdditive - Colors a object with a additive texture.
  • VertexColor - A vertex lit shader that takes per-vertex colors into account.
  • VertexColorParallaxBump - Like the builtin Diffuse Parallax Bump, only takes vertex color into account as well.


  • Reveal Non-Uniform Texture - A shader for revealing a texture using another texture. Useful for non-rectilinear loading / progress bars.



  • LayerShader - A terrain shader that mixes two tileable textures.
  • TerrainFourLayer - A terrain shader that mixes four tileable textures.
  • TerrainTwoLayerBumped - A terrain shader that mixes two tileable textures, plus a bumpmap.
  • VegetationTwoPass - Great vegetation shader, renders opaque and then renders semitransparent.
  • VegetationVertexLit - Vertex-lit shader with no culling that is ideal for vegetation and other two sided polygon models.


  • AlphaDiffuseZ - Same as Unity Alpha Diffuse but with different Z buffering. Useful for interior (reversed normal) scenes that have alpha objects.
  • AlphaSelfIllum - Textures object which is unaffected by light.
  • AlphaVertexColor - A transparent vertex lit shader that takes per-vertex colors into account.
  • BlendedDecal - Suitable for superimposing alpha-masked textured markings onto the same plane as another surface.
  • BlendedFlatColor - Colors a transparent object, good for HUD objects.
  • UnlitAlpha - A non-backface culled, unilluminated, alpha tested shader which is suitable for sprites.
  • WindowShader - Suitable for windows (the glass things in houses, not the darn Seattle company.)
  • SeeObjectsBehindOthers - Good for if you always want to be able to see an object(3D HUD instead of GUI, or seeing a player behind a wall.)
Personal tools