- 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><catalog><cyanilux><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><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><edges><free><online><paywall> - 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><any><catalog><could><cyanilux><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><cubes><cyanilux><edges><free><mesh> - 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><free><online><paywall><resources> - 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><any><cases><catalog><cyanilux><free><games> - 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><mesh><pipelines><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><free><linked><mesh><pipelines><real><technical> - What Is Clean Topology? Part 2: Specific Examples
ArtOfSoulburn tutorial video explaining what clean or good topology means in 3D modeling, as Part 2 with specific examples.
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· <general><free><games><mesh><online><pipelines><related><use> - 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><marching><paywall><programmers> - It's Not About the API - Fast, Flexible, and Simple Rendering in Vulkan
It's Not About the API - Fast, Flexible, and Simple Rendering in Vulkan is a talk by Mason Remaley on his Games by Mason blog, with embedded video and slides.
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· <intermediate><access><before><direction><free><games><programmers><real> - 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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· <blog><article><artists><free><marching><minecraft><programmers><related> - 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><pipelines><programmers><real><time> - 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><marching><programmers><real><technical> - Reflective materials in Block Game
Reflective materials in Block Game is a January 2026 development blog post by Eniko Fox describing a high-level matcap-based reflection system in the author's Block Game…
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· <intermediate><blog><article><block><cases><free><pipelines><programmers> - How To Use Marching Cubes Practically In Games [DeepDive][Part 1]
How To Use Marching Cubes Practically In Games [DeepDive][Part 1] is a long-form YouTube deep dive by ArterraOfficial on production concerns when using marching cubes for mutable…
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· <cubes><free><games><marching><mesh><programmers><related><terrain> - Bindless Oriented Graphics Programming
Bindless Oriented Graphics Programming is a technical blog post by Alex Tardif on alextardif.com.
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· <blog><access><article><free><programmers><resources><similar><technical> - Introduction to Clustered Meshlet Optimization
This Simplygon product blog post by Jesper Tingvall introduces clustered meshlets as a Simplygon optimization feature for mesh-shader oriented engines.
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· <blog><article><artists><before><free><mesh><pipelines><programmers>