Fractured Cube Breakdown (Cyanilux)
Cyanilux
Visit resource ↗Description
Fractured Cube Breakdown is a free Cyanilux tutorial on pivot baking for a fractured-cube effect in Unity URP Shader Graph. Shard pivots sit in UV channels on a pre-fractured mesh; a handle position drives vertex scale, rotation, and burst.
The pipeline covers Blender Cell Fracture, dual UV pivot baking, FBX import, a Lit Shader Graph, and a short script passing handle position and radius to the material. The graph rebuilds pivots, applies Smoothstep or Inverse Lerp falloff, and displaces in the vertex stage.
For intermediate artists using URP, Shader Graph, and basic Blender export. Annotated screenshots and a stepwise breakdown are free on cyanilux.com without login.
Cyanilux breakdowns are widely linked in Unity shader communities as practical companions to official Shader Graph docs.
Related resources
- 2D Water Shader Breakdown (Cyanilux)
A Shader Graph breakdown of stylized 2D water in Unity URP: sprite reflections via a second camera, scrolling noise distortion, fake highlights, and tilemap shoreline ripples for pixel art.
100% match · <shaders><intermediate><blog><cyanilux><annotated><assume><breakdown><catalog> - Book (w/ Turnable Pages) Breakdown (Cyanilux)
Cyanilux breakdown of a URP spellbook with vertex-shader page turns, flipbook page textures, dual Lit Graphs, pooling C# driver, and optional Blender setup notes.
100% match · <shaders><intermediate><blog><cyanilux><annotated><assume><breakdown><catalog> - Cloud Shader Breakdown (Cyanilux)
Cyanilux Shader Graph tutorial for URP that builds animated cloud decks on a subdivided plane with layered world-space noise, vertex displacement, and depth-based fading at intersections.
100% match · <shaders><intermediate><blog><cyanilux><annotated><assume><breakdown><catalog> - Crystal Shader Breakdown (Cyanilux)
A Cyanilux Shader Graph walkthrough for Unity URP that builds an unlit transparent crystal with object-space Y colour gradients, camera opaque-texture refraction, Fresnel opacity, and HDR glow for bloom.
100% match · <shaders><intermediate><blog><cyanilux><annotated><assume><breakdown><catalog> - Custom Renderer Features (Cyanilux)
Long-form Cyanilux guide to URP ScriptableRendererFeature and ScriptableRenderPass code: example effects, RTHandle setup, blit paths, and Unity 6 Render Graph notes.
100% match · <shaders><blog><cyanilux><assume><breakdown><catalog><entry><examples> - Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
100% match · <shaders><blog><cyanilux><assume><breakdown><catalog><entry><examples> - Dissolve Shader Breakdown (Cyanilux)
URP Shader Graph breakdown by Cyanilux on dissolve effects: Step and noise clip fragments with glowing edges, height-axis variants, and view-space UVs to reduce seam artifacts.
100% match · <shaders><intermediate><blog><cyanilux><annotated><assume><breakdown><catalog> - Fire/Flame Shader Breakdown (Cyanilux)
Shader Graph breakdown of billboard fire on a quad: scrolling noise warps UVs for a flame texture or procedurally generated ellipse shapes, with per-instance randomization.
100% match · <shaders><intermediate><blog><cyanilux><annotated><assume><breakdown><catalog> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
100% match · <intermediate><blog><cyanilux><data><entry><mesh><pairs><resources> - Old school rendering rant - Tomb Raider
Old school rendering rant - Tomb Raider is a long-form Medium article by Reinig David in a series on late-1990s software rendering techniques. The post dissects Tomb Raider III…
100% match · <intermediate><blog><baked><developers><free><pre><read><screenshots> - Per Texel Lighting
Per Texel Lighting is a February 2026 technical blog post by Joshua Martinez explaining a Unity project that lights and shadows objects per texture texel instead of per…
100% match · <shaders><intermediate><blog><baked><breakdown><data><developers><effect> - Analytic Fog Rendering With Volumetric Primitives
Technical blog post by matejlou on rendering fog regions with spatially varying density using analytic integrals over volumetric primitives.
100% match · <shaders><blog><free><graph><node><paywall><rather><shader> - Procedural Pool Balls
Shader tutorial article by Daniel Pokladek on drawing procedural pool balls with signed distance fields in Unity.
100% match · <shaders><intermediate><blog><examples><free><graph><rather><screenshots> - A silly diffuse shading model
A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early…
100% match · <shaders><intermediate><blog><compare><free><full><model><screenshots> - Terrain Shader Structure - Terrain Shaders - Episode 3
[video] Terrain Shader Structure - Terrain Shaders - Episode 3 is a Ben Cloward YouTube tutorial on the overall structure of multi-layer terrain materials in Unreal Engine and…
100% match · <shaders><intermediate><free><graph><graphs><scales><shader><uses> - Tellusim Core SDK - Open Source
Tellusim Core SDK - Open Source is the GitHub repository for Tellusim Core SDK, the foundational C++ layer of the Tellusim Engine for cross-platform graphics, compute, and…
100% match · <intermediate><developers><free><full><graph><mesh><rather><tutorials> - Terrain Texture Node Parameters - Terrain Shaders - Episode 13
Terrain Texture Node Parameters - Terrain Shaders - Episode 13 is a Ben Cloward YouTube tutorial continuing a Unity terrain shader series on wiring terrain layer controls into a…
100% match · <shaders><intermediate><free><graph><maps><node><scale><shader> - How To Use Marching Cubes Practically In Games [DeepDive][Part 1]
How To Use Marching Cubes Practically In Games [DeepDive][Part 1] is a long-form YouTube deep dive by ArterraOfficial on production concerns when using marching cubes for mutable…
100% match · <blog><free><mesh><tutorials><typical><use><using><vertices> - Learn to Read + Edit HLSL in 40 min
Learn to Read + Edit HLSL in 40 min is a YouTube session by Jack the Generalist with guest Harry, teaching how to read and edit handwritten HLSL rather than relying only on node…
100% match · <shaders><entry><free><graph><graphs><node><rather><read> - Bindless Oriented Graphics Programming
Bindless Oriented Graphics Programming is a technical blog post by Alex Tardif on alextardif.com.
100% match · <blog><free><full><index><model><read><resources><scale>