- 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
· <general><shaders><intermediate><blog><cyanilux><annotated><assume><breakdown> - 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><also><annotated><assume><breakdown> - 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><also><annotated><assume><breakdown> - 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><also><annotated><assume><breakdown> - 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
· <code><shaders><blog><cyanilux><also><asset><assume><breakdown> - 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
· <code><shaders><blog><cyanilux><assume><breakdown><catalog><entry> - 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><across><also><annotated><assume> - 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> - The quest for very wide outlines (Ben Golus)
Ben Golus documents techniques for very wide screen-space or mesh outlines in Unity - scaling edge detection, depth/normal sensitivity, and mitigating artifacts when outline width
100% match
· <shaders><intermediate><blog><cyanilux><free><online><paywall><resources> - Introducing WebGPU-Bench: A WebGPU Microbenchmark
Blog post introducing webgpu-bench, a WebGPU micro-benchmark suite used by Web3D Survey to measure arithmetic, memory access, operation costs, and compute strategies.
100% match
· <code><intermediate><blog><developers><node><post><shader><specific> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
100% match
· <shaders><intermediate><blog><developers><free><post><read><shader> - Why does ASTC use ISE when almost nothing else does?
Why does ASTC use ISE when almost nothing else does? is a technical blog article by Fabian Giesen.
Technical blog explaining ASTC integer sequence encoding (trits and quints)…
100% match
· <code><blog><explaining><free><post><read><small><texture> - Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10
Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10 is a technical blog article by Amar Patel.
DirectX Developer Blog announcing Agility SDK…
100% match
· <code><shaders><intermediate><blog><developers><each><free><post> - Partial Graphics Programs
Partial Graphics Programs is a technical blog article by Nada Ouf.
DirectX Developer Blog detailing Partial Graphics Programs in Agility SDK 1.721-preview: split pipeline…
100% match
· <code><shaders><blog><developers><free><link><post><read> - On Rendering the Sky, Sunsets, and Planets
On Rendering the Sky, Sunsets, and Planets is a technical blog article by Maxime Heckel.
Maxime Heckel write-up on implementing atmospheric scattering in the browser for…
100% match
· <shaders><intermediate><blog><developers><examples><free><post><read> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman.
DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
100% match
· <code><shaders><blog><developers><examples><free><post><read> - Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview
Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview is a technical blog article by Amar Patel.
DirectX Developer Blog announcement by Amar Patel of Shader Model 6.10…
100% match
· <code><shaders><intermediate><blog><developers><free><index><post> - Single-pass palette refinement and ordered dithering
Single-pass palette refinement and ordered dithering is a technical blog article by Pekka Väänänen.
Experiment showing online k-means color quantization that produces ordered…
100% match
· <code><intermediate><blog><effect><free><online><order><post> - Specialization Constants // Vulkan For Beginners #29
Specialization Constants // Vulkan For Beginners #29 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial series.
OGLDEV Vulkan For…
100% match
· <code><shaders><assume><free><mode><multiple><set><shader> - Behind the Pretty Frames: PRAGMATA
Behind the Pretty Frames: PRAGMATA is a technical blog article by Muhammad.
GPU-capture frame breakdown of Capcom PRAGMATA on RE Engine under D3D12, tracing the render graph…
100% match
· <code><shaders><blog><breakdown><free><graph><order><post>