Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett) header
Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett) profile picture

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

Joined April 2013
Photo by Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett)Photo by Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett)Photo by Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett)Photo by Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett)Photo by Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett)Photo by Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett)Photo by Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett)Photo by Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett)Photo by Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett)Photo by Daniel Ilett πŸ³οΈβ€πŸŒˆ (@daniel_ilett)
I'm launching a site for free shader assets (CC0-licensed) for use in multiple engines: currently Unity, Godot, and Unreal Engine, with more effects and platforms planned in the future. cc0shaders.com/
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I was inspired by sites like @ambientCG where you can find CC0 textures, although it's tricky to do the same for shaders since engines use custom formats for shaders (node-based vs code-based, special wrapper languages, HLSL vs GLSL, weird custom uniforms and input data).
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I've done my best to create a few effects which work pretty much the same across engines, and I have more effects ready to be released in the coming weeks and months! Here's a little demo of the effects available now. youtube.com/watch?v=TmKfQBJf…
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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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