Outline Shader (Roystan)
Roystan
Visit resource ↗Description
Erik Roystan Ross's Unity article (2018.3, about fifty minutes) teaches screen-space outlines as a custom post-processing stack effect. The HLSL can also run as a classic image effect, but the guide favors stack integration for anti-aliasing and mixing with other passes.
You build depth edges with texel-stepped cross samples, Roberts-cross magnitude, and depth-aware thresholds, then add normals from a runtime replacement-shader target and merge masks. C# exposes tunables and composites colored outlines over the scene buffer.
Expect intermediate shader skill and routine Unity editor use; starter and finished projects include a configured test scene.
Comments in the downloads mirror the prose; Keijiro's Kino Recolor is cited as related work, with SMAA suggested for final frames.
Often recommended for depth-normal outline basics and cited by later URP outline write-ups.
Related resources
- 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><around><catalog><cyanilux><effect><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.
100% match · <shaders><intermediate><blog><catalog><cyanilux><effect><free><objects> - 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><online> - 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><objects><online><paywall> - 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><catalog><cyanilux><free><online><paywall><post> - 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><cyanilux><effect><free><online> - 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> - 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…
100% match · <shaders><intermediate><free><programmers><real><shading><style><time> - 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><post><programmers><related> - 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><post><programmers><real> - 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><engine><free><post> - Quantizing tangent frames
Quantizing tangent frames is a technical blog article by Arseny Kapoulkine. Blog post by Arseny Kapoulkine comparing compact encodings for orthonormal tangent frames, including…
100% match · <blog><article><engine><free><post><programmers><space><technical> - 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><post><programmers><shader><technical> - Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview
Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview is a technical blog article by Amar Patel. DirectX Developer Blog announcement by Amar Patel of Shader Model 6.10…
100% match · <shaders><intermediate><blog><article><free><post><programmers><shader> - 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><free><online><post><programmers> - Efficient Bloom with Gaussian Blur in OpenGL
Efficient Bloom with Gaussian Blur in OpenGL is a free YouTube video on the OGLDEV channel. OGLDEV tutorial implementing bloom in OpenGL with a separable Gaussian blur, based on…
100% match · <shaders><intermediate><access><effects><free><post><processing><programmers> - A silly diffuse shading model
A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early…
100% match · <shaders><intermediate><blog><article><before><free><post><programmers> - An Experimental Approach to printf in HLSL
An Experimental Approach to printf in HLSL is a December 2025 technical post by Chris Bieneman describing a holiday prototype for GPU-side printf in HLSL. It covers GPU string…
100% match · <shaders><blog><article><free><linked><post><shader><technical> - Early-bird deadline for the Shading Languages Symposium 2026
Early-bird deadline for the Shading Languages Symposium 2026 points to the Khronos Group page for the in-person symposium held 12-13 February 2026 in San Diego, right after…
100% match · <shaders><intermediate><access><artists><linked><programmers><related><shader>