- 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><around><assume> - 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><alpha><also><annotated><assume> - 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><based> - 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><also><assume><breakdown><catalog><entry> - 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><also><annotated><assume><based> - 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> - 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><based><developers><examples><free><read> - Custom SRP 6.2.0 3D Color LUT
Custom SRP 6.2.0 3D Color LUT is a technical blog article by Jasper Flick.
Catlike Coding Custom SRP tutorial that upgrades the color-grading LUT from a simulated 2D strip to a…
100% match
· <shaders><blog><free><graph><read><setup><shader><texture> - 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><based><developers><distance><free><read><screenshots> - Shading Languages Symposium 2026: Gigi - A Rapid Graphics R&D Platform
[video] Shading Languages Symposium 2026: Gigi - A Rapid Graphics R&D Platform is a symposium talk by Alan Wolfe of EA SEED on Gigi, an open-source rapid graphics R&D and…
100% match
· <shaders><intermediate><around><channel><free><full><graph><graphs> - Runtime Mipmap Generation
Runtime Mipmap Generation is a February 2026 blog post by Ignacio Castano on generating mipmaps at runtime in spark.js instead of shipping precomputed chains with compressed…
100% match
· <shaders><blog><alpha><also><developers><free><normal><shader> - Simple Terrain Auto Material - Terrain Shaders - Episode 14
Simple Terrain Auto Material - Terrain Shaders - Episode 14 is a Ben Cloward tutorial on building slope-based terrain auto materials in Unity Shader Graph and Unreal.
It shows a…
100% match
· <shaders><intermediate><based><free><graph><normal><shader><uses> - 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><based><breakdown><developers><distance><effect> - Better SDF texture for anime face shading in blender
Short Blender tutorial video by Astonished: Animations / Asuto on improving SDF textures used for anime-style face shading.
100% match
· <shaders><intermediate><channel><distance><free><full><index><sdf> - SDF game engine? | Mike Turitzin
Wookash Podcast YouTube interview with Mike Turitzin about learning graphics programming and building a WebGPU signed distance field game engine aimed at a specific Steam game.
100% match
· <shaders><intermediate><best><channel><developers><distance><field><free> - Shades of Halftone
Blog tutorial by Maxime Heckel on artistic halftone post-processing in GLSL fragment shaders.
100% match
· <shaders><blog><based><control><distance><effects><field><free> - Normal Map Compression Revisited
Normal Map Compression Revisited is a February 2026 blog post by Ignacio Castaño on practical normal-map encoding for spark.js and web 3D pipelines, with notes that also apply to…
100% match
· <shaders><blog><also><channel><developers><free><normal><shader> - Eliminate Slope Stretching - Terrain Shaders - Episode 8
Eliminate Slope Stretching is episode 8 of Ben Cloward's terrain shaders series.
100% match
· <shaders><intermediate><free><graph><link><normal><shader><texture>