- 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><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.
100% match
· <shaders><intermediate><blog><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.
100% match
· <shaders><intermediate><blog><based><catalog><cyanilux><free><online> - 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><based><between><catalog><cyanilux><free> - 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><online><paywall><programmers> - 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><between><catalog><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.
100% match
· <shaders><intermediate><blog><based><catalog><cyanilux><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><free><online><paywall> - 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…
100% match
· <shaders><intermediate><access><blend><free><function><programmers><related> - 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><based><free><post><programmers> - 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><blend><free><post> - 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><technical><thread> - 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…
100% match
· <intermediate><blog><article><free><pipelines><post><programmers><real> - Multi-Threading & Mutation
Multi-Threading & Mutation is a technical blog article by Ryan Fleury.
Essay by Ryan Fleury on designing multi-threaded systems by minimizing synchronization and carefully…
100% match
· <intermediate><blog><article><free><join><post><programmers><technical> - Custom SRP 6.2.0 3D Color LUT
Custom SRP 6.2.0 3D Color LUT is a technical blog article by Jasper Flick.
Catlike Coding Custom SRP tutorial that upgrades the color-grading LUT from a simulated 2D strip to a…
100% match
· <shaders><blog><article><free><post><programmers><real><technical> - 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><based><free><linked><post><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><technical> - Spatial hashing for raytraced ambient occlusion
Spatial hashing for raytraced ambient occlusion is a November 2025 Interplay of Light post by Kostas Anagnostou on caching RTAO in a sparse spatial hash instead of dense 3D…
100% match
· <blog><article><based><free><post><programmers><real><time> - SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE is a SIGGRAPH Advances in Real-Time Rendering talk by Jarkko Lempiäinen of HypeHype on mobile-friendly…
100% match
· <shaders><access><artists><based><free><pipelines><real><time>