- 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><catalog><cyanilux><effect><especially><free> - 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><catalog><cyanilux><effect><free><graph> - 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><catalog><create><cyanilux><depth><different> - 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><catalog><cyanilux><effect><free><graph> - 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><catalog><cyanilux><free><graph><one><online> - 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><about><catalog><cyanilux><depth><different><free> - 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><catalog><create><cyanilux><effect><free> - 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><catalog><cyanilux><effect><especially><free> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
100% match
· <shaders><intermediate><blog><article><free><one><programmers><related> - 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><article><depth><free><one><programmers> - 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><article><free><one><programmers><real> - Writing a bindless GPU abstraction layer
Writing a bindless GPU abstraction layer is a technical blog article by Kevin Gibson.
Blog post by Kevin Gibson describing Loon GPU, an experimental bindless C++ GPU abstraction…
100% match
· <blog><article><free><inspired><layer><one><programmers><shaders> - Colored Shadow Penumbra
Colored Shadow Penumbra is a technical blog article by Oscar Sanz.
Short Unreal Engine tech-art note on adding colored shadow penumbra by editing deferred lighting shaders for…
100% match
· <shaders><intermediate><blog><article><artists><free><one><programmers> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman.
DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
100% match
· <shaders><blog><article><free><one><programmers><shader><technical> - Single-pass palette refinement and ordered dithering
Single-pass palette refinement and ordered dithering is a technical blog article by Pekka Väänänen.
Experiment showing online k-means color quantization that produces ordered…
100% match
· <intermediate><blog><article><effect><final><free><one><online> - 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…
100% match
· <intermediate><blog><article><free><one><pipelines><programmers><real> - How to Use Vulkan Debug Printf
A LunarG blog guide by Tony Barbour (updated February 2026) on using Vulkan Debug Printf to log values from shaders during development.
It shows GL_EXT_debug_printf in GLSL,…
100% match
· <shaders><intermediate><blog><article><free><layers><shader><shows> - Terrain Advanced Auto Material - Terrain Shaders - Episode 16
[video] Terrain Advanced Auto Material - Terrain Shaders - Episode 16 is a Ben Cloward YouTube tutorial that combines prior slope and altitude masks into a full terrain auto…
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· <shaders><intermediate><about><artists><free><layers><shows><technical> - Improving Direct Lighting Material Occlusion - Part 2
Improving Direct Lighting Material Occlusion - Part 2 is a March 2026 irradiance.ca article by Pablo Zurita on microsurface-aware micro-shadowing for direct lighting.
Building…
100% match
· <shaders><blog><article><free><looks><only><real><shader> - 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.
100% match
· <shaders><blog><article><free><layers><one><technical><written>