- 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
· <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><breakdown> - 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> - 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
· <shaders><intermediate><blog><developers><feature><features><free><read> - 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
· <shaders><blog><developers><feature><free><link><read><shader> - How to Color Low Poly Terrain with Gradients and Curves
How to Color Low Poly Terrain with Gradients and Curves is a technical blog article by Tâm Trần Ngọc.
Tutorial explaining how to color low poly terrain with a slope gradient, a…
100% match
· <shaders><intermediate><blog><exposes><free><read><shader><using> - Adventures in Neural Rendering
Adventures in Neural Rendering is a February 2026 blog post by Kostas Anagnostou on Interplay of Light about using small multilayer perceptrons as signal encoders in real-time…
100% match
· <shaders><blog><forward><free><full><may><rather><shader> - 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><breakdown><developers><effect><free><full> - 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><only><paywall><rather> - 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><example><examples><free><graph><rather> - Terrain Altitude Blending - Terrain Shaders - Episode 15
Terrain Altitude Blending - Terrain Shaders - Episode 15 is a YouTube tutorial by Ben Cloward in his Terrain Shaders series on blending landscape layers by height in Unreal…
100% match
· <shaders><intermediate><also><free><full><graph><layer><rather> - All Sources of DirectX 12 Documentation
All Sources of DirectX 12 Documentation is a November 2025 Adam Sawicki blog post mapping where official Direct3D 12 and HLSL documentation lives across Microsoft sites.
It…
100% match
· <intermediate><blog><examples><feature><features><free><graphs><index> - 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…
100% match
· <shaders><intermediate><free><full><graph><graphs><layer><mask> - 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><default><free><graph><layer><mask><node> - Pico GPU
Pico GPU is a small educational GPU environment hosted for learning and experimenting with shaders under a strict memory budget.
It targets 640x480 at 60 FPS with 24-bit depth…
100% match
· <shaders><feature><full><mask><only><rather><screenshots><shader>