- 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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· <general><intermediate><blog><catalog><cyanilux><free><online><paywall> - 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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· <intermediate><blog><all><avoid><catalog><cyanilux><free><need> - 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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· <intermediate><blog><catalog><cyanilux><free><online><paywall><resources> - 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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· <intermediate><blog><catalog><cyanilux><free><online><paywall><resources> - 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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· <blog><catalog><cyanilux><free><online><paywall><programmers><resources> - 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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· <blog><about><catalog><cyanilux><free><online><paywall><resources> - 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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· <intermediate><blog><avoid><catalog><cyanilux><free><online><paywall> - 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.
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· <intermediate><blog><avoid><catalog><cyanilux><free><online><paywall> - see here for slides
Gilbert Sanders, Principal Artist at Guerrilla Games, gave this GDC 2018 Visual Arts session on vegetation in Horizon Zero Dawn.
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· <general><intermediate><all><artists><crawl><cyanilux><gist><http> - Modern rendering culling techniques
Modern rendering culling techniques is a technical blog article by Nikita Krupitskas.
Technical blog post by Nikita Krupitskas surveying culling techniques used in modern…
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· <intermediate><blog><article><free><open><pipelines><programmers><real> - Hardware Image Compression
Hardware Image Compression is a technical blog article by Ignacio Castaño.
Technical blog post by Ignacio Castaño comparing transparent hardware image compression formats -…
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· <blog><about><article><free><programmers><real><technical><things> - 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…
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· <blog><about><article><before><free><gpu><real><time> - IBL Optimization Study III: Shared memory and Latency Hiding
IBL Optimization Study III: Shared memory and Latency Hiding is the third Technik blog post by Carmelo J Fernandez-Aguera Tortosa optimizing GGX specular prefiltering for…
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· <blog><about><article><before><free><math><online><programmers> - 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…
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· <intermediate><blog><free><linked><pipelines><real><shaders><technical> - Landscape Puddles - Terrain Shaders - Episode 19
Ben Cloward tutorial video in the Terrain Shaders series on adding landscape puddles in Unreal Engine, following a prior Unity rain-effects episode.
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· <intermediate><about><artists><free><related><shaders><technical><url> - 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.
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· <intermediate><about><access><artists><free><need><technical><url> - 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.
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· <blog><access><article><free><linked><math><paywall><programmers> - Adventures in Neural Rendering part 2: Cooperative vectors
Technical blog post by Kostas Anagnostou on Interplay of Light, part 2 of Adventures in Neural Rendering, on Cooperative Vectors for MLP inference in shaders.
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· <blog><article><free><math><need><shaders><technical><url> - Texel Splatting | True 3D Pixel Art
Short YouTube explainer by Dylan Ebert introducing Texel Splatting for perspective-stable 3D pixel art.
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· <intermediate><about><artists><before><free><need><programmers><real> - SIMD Started It, SIMT Improved It
SIMD Started It, SIMT Improved It is a January 2026 ACM SIGGRAPH Blog article by Jon Peddie of Jon Peddie Research on how GPU execution models evolved from SIMD pipelines to SIMT…
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· <intermediate><blog><article><before><branch><costs><free><gpu>