This thesis addresses the development of VFX shaders in the Unity environment, where the fragmentation of online resources and the lack of unified, modular approaches make it difficult to create a universal system, especially for creators without a technical background. Using Unity Shader Graph and HLSL code, we developed a modular universal shader for the URP rendering pipeline that enables dynamic interaction with particle systems through Custom Vertex Streams, while usability is ensured via a C# graphical interface. The result of this work is two functionally identical versions of the shader, supporting techniques such as distortion, masking, dissolve, depth fade, and the Fresnel effect. The developed solution serves as both an educational resource and a practical tool, allowing creators without in-depth technical knowledge to efficiently transition from concept to implementation of visual effects in Unity.
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