- 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><based><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><annotated><assume><based><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><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><across><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> - 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><free><lights><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><based><breakdown><developers><effect><free> - Quantization from the ground up
Long-form ngrok blog article by Sam Rose that explains model quantization from first principles, focused on how large language models are compressed.
100% match
· <intermediate><blog><focused><free><graphs><methods><path><read> - 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><across><based><examples><free><graph> - 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><based><free><full><graph><rather><shader> - 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><across><examples><free><graphs><hunting><index> - 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…
100% match
· <shaders><intermediate><blog><based><free><full><objects><path> - 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><based><free><graph><node><path><shader> - 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><based><entry><free><graph><graphs><node><rather> - OpenPBR: Novel Features and Implementation Details
OpenPBR: Novel Features and Implementation Details is a technical companion paper by Jamie Portsmouth (Autodesk), Peter Kutz (Adobe), and Stephen Hill (Lucasfilm) for the OpenPBR…
100% match
· <shaders><across><based><free><graph><link><rather><shader> - 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><path><read><resources><shader> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
100% match
· <shaders><across><based><free><full><link><path><read>