- Cyanilux - Resources
A curated, filterable index of shader and Unity rendering resources - Cyanilux's own tutorials plus external links.
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· <cyanilux><camera><effects><gist><graph><pass><renderer><vertex> - Optimizing camera overhead to the absolute minimum
The motivating example renders waterfall occlusion with an orthographic depth texture and a shader that compares obstacle depth against surface positions.
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· <general><camera><custom><graph><pass><renderer><shader><texture> - 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><cyanilux><blog><catalog><developers><examples><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.
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· <intermediate><cyanilux><blog><catalog><developers><examples><free><graph> - 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><cyanilux><blog><buffer><catalog><developers><examples><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><cyanilux><blog><catalog><developers><examples><free><graph> - 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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· <cyanilux><asset><blog><camera><catalog><custom><examples><free> - 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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· <cyanilux><bit><blog><buffer><camera><catalog><etc><examples> - Introducing WebGPU-Bench: A WebGPU Microbenchmark
Blog post introducing webgpu-bench, a WebGPU micro-benchmark suite used by Web3D Survey to measure arithmetic, memory access, operation costs, and compute strategies.
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· <intermediate><access><blog><developers><node><post><shader><specific> - Post Processing & Render Graph | Unity Shader Code Basics 09
Unity Shader Code Basics episode on custom URP post-process effects with Unity 6 Render Graph.
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· <custom><effects><fullscreen><graph><post><postprocessing><processing><render> - Low-Level Graphics in C – Pixel Manipulation and Frame Buffers
freeCodeCamp course video by Gustavo Patsy on low-level pixel graphics in C with SDL3.
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· <buffer><effects><event><renderer><specific><texture><want><without> - Generating Mipmaps // Vulkan For Beginners #31
Generating Mipmaps // Vulkan For Beginners #31 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial series.
Episode 31 of OGLDEV’s…
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· <access><after><earlier><free><image><source><texture><useful> - meshoptimizer - v1.2
meshoptimizer - v1.2 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.2 release notes introducing experimental MikkTSpace-based tangent frame generation,…
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· <library><developers><feature><linked><material><open><repository><source> - 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…
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· <intermediate><free><source><texture><time><useful><using><want> - Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek)
Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek) is a recorded talk by Sebastian Sydow, presented at RustNL.
RustWeek 2026 talk by Sebastian Sydow…
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· <developers><free><post><source><useful><want><without><work> - Computing Camera Rays
Computing Camera Rays is a technical blog article by Christoph Peters.
Blog post deriving camera-ray origin, direction, and far-plane length from a world-to-clip matrix so…
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· <blog><camera><free><post><source><useful><want><work> - 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…
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· <intermediate><blog><developers><free><post><shader><source><useful> - Why does ASTC use ISE when almost nothing else does?
Why does ASTC use ISE when almost nothing else does? is a technical blog article by Fabian Giesen.
Technical blog explaining ASTC integer sequence encoding (trits and quints)…
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· <bit><blog><free><post><source><texture><use><useful> - Implicit Surface rendering for CAD
Implicit Surface rendering for CAD is a technical blog article by Francis Le Roy.
Long-form blog on interactively rendering arbitrary implicit surfaces in a CAD prototype…
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· <blog><camera><developers><free><post><source><useful><want> - Introducing MiniDXNN: MLP library for DirectX 12
AMD GPUOpen announcement of MiniDXNN, an MLP inference library built natively for HLSL and DirectX 12 using cooperative vector APIs on Radeon matrix cores.
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· <intermediate><developers><image><sample><similar><texture><time><using>