- 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><catalog><cyanilux><free><online><paywall><resources> - 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><based><catalog><cyanilux><free><online><paywall> - 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><based><catalog><cyanilux><free><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.
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· <blog><about><catalog><cyanilux><free><info><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><based><catalog><cyanilux><free><online><paywall> - 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><based><catalog><cyanilux><free><online><paywall> - Hardware Image Compression
Hardware Image Compression is a technical blog article by Ignacio Castaño.
Technical blog post by Ignacio Castaño comparing transparent hardware image compression formats -…
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· <blog><about><api><article><free><programmers><real><technical> - 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><about><article><based><before><free><online><programmers> - 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><based><data><free><linked><pipelines><real> - GPU Tracing Participating Media
Personal technical article by Alex Tardif with an HLSL path-tracer implementation of participating media ideas from Physically Based Rendering, framed as a simpler companion for…
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· <blog><article><based><free><linked><physically><programmers><technical> - Texel Splatting | True 3D Pixel Art
Short YouTube explainer by Dylan Ebert introducing Texel Splatting for perspective-stable 3D pixel art.
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· <intermediate><about><artists><before><free><programmers><real><related> - 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><about><access><api><before><free><programmers><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><data><free><pipelines><programmers><real> - How animation hides LOD Transitions
How animation hides LOD Transitions is a Simplygon blog post by product expert Jesper Tingvall measuring how walk and run animation changes visible LOD pop distance in Unity with…
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· <general><intermediate><blog><about><article><artists><free><pipelines> - Why do we need dithering?
Why do we need dithering? is a Typefully essay by Dan Hollick explaining why digital images historically used dithering and how common algorithms work.
It frames early limited…
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· <general><blog><about><access><api><article><before><free> - State of GPU Hardware (End of Year 2025)
State of GPU Hardware (End of Year 2025) is a guest blog article by Dmytro Bulatov (Boolka) on asawicki.info.
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· <intermediate><blog><access><api><article><data><free><info> - ONNX and DirectML execution provider guide - part 1
This AMD GPUOpen technical article by Hui Zhang is part 1 of a guide to using the ONNX Runtime DirectML execution provider with a native DirectX 12 pipeline.
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· <blog><access><api><article><data><free><related><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><data><free><pipelines><programmers>