- Cyanilux - Resources
A curated, filterable index of shader and Unity rendering resources - Cyanilux's own tutorials plus external links.
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· <shaders><cyanilux><camera><depth><graph><index><space><water> - 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.
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· <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.
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· <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.
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· <shaders><intermediate><blog><cyanilux><also><annotated><assume><based> - 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.
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· <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.
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· <shaders><blog><cyanilux><also><assume><breakdown><camera><catalog> - 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.
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· <shaders><blog><cyanilux><assume><breakdown><camera><catalog><depth> - 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.
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· <shaders><intermediate><blog><cyanilux><also><annotated><assume><based> - 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…
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· <shaders><intermediate><blog><add><depth><developers><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…
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· <shaders><blog><camera><color><free><graph><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…
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· <shaders><intermediate><blog><add><color><free><read><shader> - 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…
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· <intermediate><blog><based><color><depth><developers><free><read> - Moving Scaling and Rotating UVs in Godot Shaders | Tutorial
A Binbun3D Godot shader tutorial (part 2 of a UV series) on moving, scaling, and rotating texture coordinates in canvas_item fragment shaders.
It continues a basic…
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· <shaders><blog><based><color><coordinates><free><node><offset> - D3D12 Opacity Micromaps
A Microsoft DirectX Developer Blog post by Amar and Adam on Direct3D 12 Opacity Micromaps (OMMs) in DXR Tier 1.2 for cheaper alpha-tested geometry in ray tracing.
It covers…
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· <blog><developers><free><full><opaque><sample><samples><shader> - New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine
New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine is a Khronos Vulkan Working Group blog post announcing Building a Simple Game Engine, a tutorial…
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· <intermediate><blog><cameras><developers><free><rather><resources><sample> - 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…
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· <shaders><blog><also><developers><free><shader><space><texture> - 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…
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· <shaders><intermediate><based><free><graph><samples><shader><uses> - Data Inheritance
GitHub repository by Mikko Mononen that pairs a written article with C prototype code for data inheritance: creating variations of existing data, overriding values, and…
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· <examples><free><full><objects><pairs><sample><value><written> - Texel Splatting
Technical writeup by Dylan Ebert on texel splatting, a technique for perspective-stable 3D pixel art that renders geometry into cubemaps from fixed probe origins and splats each…
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· <shaders><blog><camera><depth><examples><free><project><reconstructs> - Replicating the Shadowglass 3D pixel-art technique
Replicating the Shadowglass 3D pixel-art technique is a February 2026 technical write-up on tesseractc.at that reverse-engineers stable first-person pixel-art rendering inspired…
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· <shaders><blog><camera><color><depth><free><renders><screenshots>