- 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><effect><free><online> - 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><catalog><cyanilux><effect><free><online><paywall> - 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><create><cyanilux><each><effect><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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· <intermediate><blog><catalog><cyanilux><effect><free><online><paywall> - 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><catalog><create><cubes><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.
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· <intermediate><blog><catalog><cyanilux><effect><free><geometry><many> - Fog Plane Shader Breakdown (Cyanilux)
Shader Graph tutorial for unlit fog planes on quads that sample scene depth for vertical fog and doorway fades, with simple and accurate reconstruction paths in Unity URP.
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· <intermediate><blog><catalog><create><cyanilux><effect><free><online> - Forcefield Shader Breakdown (Cyanilux)
Cyanilux URP Shader Graph forcefield: Fresnel edges, depth intersections, Scene Color refraction, noise distortion, and impact ripples via custom HLSL and C#.
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· <intermediate><blog><catalog><cyanilux><effect><free><online><paywall> - 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…
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· <intermediate><blog><article><effect><euclidean><free><online><post> - 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><pipelines><post><programmers><real> - 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><article><before><free><online><post><programmers><series> - Surfel-based global illumination on the web
Surfel-based global illumination on the web is a January 2026 interactive article by Jure Triglav on implementing surfel GI with WebGPU compute shaders in the browser.
It walks…
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· <blog><article><each><free><onto><post><programmers><real> - 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><effect><free><linked><pipelines><post><real> - 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><paywall><post><programmers> - Nanite Tessellation
Nanite Tessellation is the February 2026 opening post of Brian Karis's Graphic Rants series on Nanite Dynamic Tessellation (also called Nanite Dynamic Displacement), the Unreal…
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· <artists><before><free><geometry><post><programmers><series><technical> - Spectral rendering, part 3: Spectral vs. RGB
Spectral rendering, part 3: Spectral vs.
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· <blog><article><free><part><pipelines><post><real><series> - Spectral rendering, part 2: Real-time rendering
Spectral rendering, part 2: Real-time rendering is a November 2025 Moments in Graphics blog post by Christoph Peters on Monte Carlo wavelength sampling for efficient spectral…
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· <blog><article><free><part><post><real><series><time> - Neural Shading Course: Part 1 - Introduction
Neural Shading Course: Part 1 - Introduction is the opening NVIDIA Game Developer YouTube session of a course on neural and trainable shading inside real-time pipelines.
It…
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· <intermediate><before><free><game><geometry><part><pipelines><real> - Spectral rendering, part 1: Spectra
Spectral rendering, part 1: Spectra is a November 2025 Moments in Graphics article by Christoph Peters opening a series on implementing spectral rendering in a real-time path…
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· <blog><access><article><free><part><pipelines><programmers><real> - Coding This is Us
Coding This is Us is a November 2025 post by Guillaume Boisse on graphics techniques used in the Revision 2025 PC demo This is Us, published on his personal graphics blog.
It…
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· <blog><article><cubes><free><post><programmers><real><technical>