Experiments and notes based on different sources. This page shows the effects and key points of shaders created. Also for each experiment, there is a link to see full codes. Shaders are created in cg for now.
Many thanks to the creators of these valuable sources.
See Full Kaleidoscope Effect Shader Codes
Note: Unity_Rotate_Degrees_float is a function written by Unity included in Shader Graph. The function rotates the value of input UV around a reference point defined by the input Center by the amount of input rotation. See in Shader Graph Manual
See Full Zoom Effect Shader Codes
See Full Healthbar Shader Codes
Note: My implementation for roundness and border is overcomplex. It can be easily made with SDF. Please watch this part from Freya Holmér's Shader Video if you'd like to see a clean implementation.
See Full Sprite Outline Shader Codes
See Full Lighting codes
Note 1: _LightColor0, _WorldSpaceLightPos0 and _WorldSpaceCameraPos are built-in shader variables in Unity. See document here.
Note 2: reflect is a cg function that returns the reflection vector given an incidence vector i and a normal vector n. See document here.
Note 3: We used Tags{"LightMode" = "ForwardBase"} in code because we want to use Forward rendering. This rendering target is the default in Unity. See document here.
See Full Fresnel Effect Shader Codes
Note: This effect only works properly on rounded objects due to its nature. It is a popular technique used in many games.