- Terrain Tiling Break-Up - Terrain Shaders - Episode 4
Terrain Tiling Break-Up - Terrain Shaders - Episode 4 is a Ben Cloward YouTube tutorial in his Terrain Shaders series on reducing obvious texture repetition on large terrain…
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· <shaders><intermediate><layer><normals><practical><recipe><shader><tiling> - Shoreline Shader Breakdown (Cyanilux)
Shoreline Shader Breakdown is a December 2024 Cyanilux post merging earlier shoreline water threads into one stylized coast tutorial for Unity URP Shader Graph.
It compares depth-texture versus UV shoreline meshes, then walks approaching wave lines, synced swash motion, Voronoi on the swash, and wet-sand darkening via low-alpha blending.
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· <shaders><intermediate><blog><foam><intersection><shader><stylised><water> - Tornado Shader Breakdown (Cyanilux)
Tornado Shader Breakdown is a January 2022 Cyanilux post on a stylized tornado built with Unity URP Shader Graph.
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· <shaders><intermediate><blog><fresnel><layer><shader><single><vertex> - Shader Graph Baked Rigidbody Animation using Vertex Animation Textures (Vadim, Sept 2019)
Kaburgan's Sept 2019 Story Programming piece bakes rigidbody VAT in Unity 2019.2 LWRP Shader Graph 6.9 without external DCC tools.
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· <shaders><intermediate><blog><animation><games><shader><single><vertex> - Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot
Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot is an August 2025 tutorial by Karl Bittner that extends earlier hexaquo grass parts…
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· <shaders><intermediate><blog><distance><normals><practical><shader><single> - Perfecting anti-aliasing on signed distance functions
Perfecting anti-aliasing on signed distance functions is a July 2025 technical blog post on blog.pkh.me that derives practical AA and blur formulas for SDF shapes in shaders.
It…
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· <shaders><intermediate><blog><animated><distance><practical><shader><single> - Elden Ring, scrolling textures, swirling tornadoes.
Elden Ring, scrolling textures, swirling tornadoes.
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· <shaders><intermediate><normals><practical><recipe><shader><vertex> - Multiple Worlds, One Screen: recreating SplitFiction’s Trick in Unity
Multiple Worlds, One Screen: recreating SplitFiction's Trick in Unity is a TNTC YouTube technical breakdown by Matteo and Erik that recreates Split Fiction style multi-world…
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· <shaders><intermediate><animated><layer><practical><shader><single> - Waterfall Shader Breakdown (Cyanilux)
Waterfall Shader Breakdown (Cyanilux, May 2023) on cyanilux.com documents a stylized URP Shader Graph waterfall that parts around a moving sphere, turning popular 2019 demo into a step-by-step article.
A sphere signed distance field with clamped Y extends the alpha-clipped hole below the sphere; sine offsets along tangents wobble cutout and edges without vertex displacement.
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· <shaders><intermediate><blog><distance><foam><shader><water> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
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· <shaders><intermediate><blog><practical><shader><vertex><water> - Stylized Water Shader (Alexander Ameye)
Alexander Ameye’s stylized water shader note documents a URP-oriented water material: depth-based coloring, foam, waves, and art-directable parameters for low-poly or stylized scen
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· <shaders><intermediate><blog><foam><refraction><shader><water> - Procedural Pool Balls
Shader tutorial article by Daniel Pokladek on drawing procedural pool balls with signed distance fields in Unity.
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· <shaders><intermediate><blog><distance><practical><shader><single> - Reflective materials in Block Game
Reflective materials in Block Game is a January 2026 development blog post by Eniko Fox describing a high-level matcap-based reflection system in the author's Block Game…
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· <shaders><intermediate><blog><normals><practical><recipe><shader> - Implementing a foil sticker effect
Implementing a foil sticker effect is an August 2025 technical blog post by Nikolaos Papadopoulos on 4rknova.com showing a custom Three.js shader for peeling holographic foil…
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· <shaders><intermediate><blog><fresnel><normals><shader><vertex> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
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· <shaders><blog><games><shader><single><stylised> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
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· <shaders><blog><distance><shader><single><vertex> - Unpacking Terrain Textures - Terrain Shaders - Episode 2
This Ben Cloward YouTube tutorial is episode 2 of a Terrain Shaders series for Unity and Unreal.
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· <shaders><intermediate><layer><normals><shader><single> - Fast calculation of the distance to cubic Bezier curves on the GPU
Fast calculation of the distance to cubic Bezier curves on the GPU is an October 2025 technical article by ubitux on blog.pkh.me about cubic Bezier distances inside GLSL fragment…
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· <shaders><blog><distance><practical><recipe><shader> - Borderline Racing - Outline shader and VFX (breakdown)
Portfolio breakdown of a Borderlands-style Unreal post-process outline using depth and world-normal edges, distance LOD bands, Custom Depth exclusions, and Niagara VFX.
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· <shaders><intermediate><blog><distance><normals><stylised><unreal> - Lighting | Unity Shader Code Basics 06
Lighting | Unity Shader Code Basics 06 is a free YouTube video on the Daniel Ilett channel, an episode in the Unity Shader Code Basics series.
Unity Shader Code Basics episode…
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· <shaders><normals><practical><shader><single>