- Cyanilux - Resources
A curated, filterable index of shader and Unity rendering resources - Cyanilux's own tutorials plus external links.
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· <shaders><effects><features><gist><graph><pass><passes><renderer> - Rendering into texture - the most important TA skill
It restates vertex and fragment roles and the levers artists actually control beyond hardware rasterization.
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· <shaders><intermediate><blog><artists><custom><examples><passes><pipelines> - 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><catalog><cyanilux><examples><free><full> - 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><all><catalog><cyanilux><examples><free> - 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><catalog><create><cyanilux><examples><free> - 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><catalog><cyanilux><examples><free><full> - 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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· <code><shaders><blog><catalog><custom><cyanilux><examples><features> - 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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· <code><shaders><blog><catalog><cyanilux><everything><examples><free> - Post Processing & Render Graph | Unity Shader Code Basics 09
Unity Shader Code Basics episode on custom URP post-process effects with Unity 6 Render Graph.
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· <code><shaders><custom><effects><graph><passes><post><postprocessing> - 2D Grass Rendering with WebGPU Compute Shaders
Technical walkthrough from the Jarl Devs Team of a fully procedural 2D pixel-art grass renderer driven by two WebGPU/WGSL compute passes that regenerate, depth-sort, and shade…
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· <code><shaders><intermediate><blog><effects><full><passes><programmers> - Slang: Bridging Graphics and Machine Learning
Slang: Bridging Graphics and Machine Learning is a recorded talk by Shannon Woods, presented at High-Performance Graphics (HPG).
HPG talk by Shannon Woods (NVIDIA / Khronos…
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· <code><shaders><intermediate><free><programmers><real><time><want> - Smooth-Maximum, the most useful function
Smooth-Maximum, the most useful function is a free YouTube video on the Inigo Quilez channel.
Inigo Quilez video deriving smooth maximum functions from algebraic rewrites of…
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· <shaders><intermediate><access><free><programmers><related><walks><want> - Computing Camera Rays
Computing Camera Rays is a technical blog article by Christoph Peters.
Blog post deriving camera-ray origin, direction, and far-plane length from a world-to-clip matrix so…
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· <code><blog><article><free><post><programmers><read><technical> - 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…
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· <shaders><intermediate><blog><article><free><post><programmers><read> - Why does ASTC use ISE when almost nothing else does?
Why does ASTC use ISE when almost nothing else does? is a technical blog article by Fabian Giesen.
Technical blog explaining ASTC integer sequence encoding (trits and quints)…
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· <code><blog><article><free><post><programmers><read><technical> - Implicit Surface rendering for CAD
Implicit Surface rendering for CAD is a technical blog article by Francis Le Roy.
Long-form blog on interactively rendering arbitrary implicit surfaces in a CAD prototype…
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· <code><blog><article><free><post><programmers><read><technical> - 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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· <code><shaders><intermediate><blog><add><article><feature><features> - 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…
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· <code><shaders><blog><article><feature><free><post><programmers> - Floor and Ceil Versus Denormals on CPU and GPU
Floor and Ceil Versus Denormals on CPU and GPU is a technical blog article by Adam Sawicki.
Blog examining how floor and ceil behave on subnormal floats when platforms preserve…
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· <code><shaders><blog><article><free><post><programmers><read> - Push Constants and the Big Texture Array // Vulkan For Beginners #30
Push Constants and the Big Texture Array // Vulkan For Beginners #30 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial…
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