phi-lira GitHub - URP Shader Examples
Library / Codebase Intermediate
phi-lira
Visit resource ↗Description
UniversalShaderExamples is a Unity sandbox by Felipe Lira (phi-lira) with hand-written URP ShaderLab and HLSL. Each entry in _ExampleScenes bundles shaders, materials, and geometry for one technique.
Unlit samples cover textured quads, shadow cast and receive, matcap normals, and screen-space UVs. Lit samples include baked GI only, metallic PBR, and clear-coat BRDF demos.
Use Unity 2019.3.9f1+ with Universal RP 7.3.1+. Git LFS is required for large assets. Clone with LFS, open the project, and step through scenes to compare passes.
The set suits intermediate authors learning URP tags, LightMode passes, and pipeline includes. Many snippets grew from the author public gists and stay maintained here.
Hundreds of GitHub stars and ties to Unity URP leadership make it a common companion to official URP shader docs when studying custom pass layout.
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><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.
100% match · <shaders><intermediate><blog><catalog><containing><cyanilux><developers><examples> - 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><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.
100% match · <shaders><intermediate><blog><catalog><cyanilux><developers><examples><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><example><examples><free><graph> - 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><examples><free><graph><online> - 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><developers><example><examples> - 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><developers><examples><free> - 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,…
100% match · <library><developers><linked><open><repository><source><support><useful> - 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><developers><free><shader><source><useful> - Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10
Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10 is a technical blog article by Amar Patel. DirectX Developer Blog announcing Agility SDK…
100% match · <shaders><intermediate><blog><developers><free><shader><source><support> - Partial Graphics Programs
Partial Graphics Programs is a technical blog article by Nada Ouf. DirectX Developer Blog detailing Partial Graphics Programs in Agility SDK 1.721-preview: split pipeline…
100% match · <shaders><blog><developers><free><pipeline><sample><shader><source> - Dual Contouring of Signed Distance Data
Dual Contouring of Signed Distance Data is a SIGGRAPH 2026 paper with a Columbia Graphics project page linking the PDF, source, and talk materials.
100% match · <access><assets><before><linked><project><source><useful><without> - 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><developers><examples><free><render><shader> - The cuda-oxide Book
The cuda-oxide Book is the online documentation for cuda-oxide, an NVIDIA Labs open-source Rust-to-CUDA compiler project. Online book for cuda-oxide, a Rust-to-CUDA compiler…
100% match · <intermediate><developers><free><online><open><project><source><useful> - Making cross-platform SIMD code pleasant
Making cross-platform SIMD code pleasant is a technical blog article by Branimir Karadžić. Blog post by Branimir Karadžić on the typeless SIMD design in the bx library.
100% match · <intermediate><before><blog><developers><free><source><useful><want> - 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><before><blog><free><lighting><shader><useful> - 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><free><linked><shader><support><time><useful><without> - Painting Holes in Terrain - Terrain Shaders - Episode 10
[video] Painting Holes in Terrain - Terrain Shaders - Episode 10 is a Ben Cloward tutorial on enabling terrain hole painting in custom Unreal landscape materials and Unity Shader…
100% match · <shaders><intermediate><access><free><graph><shader><useful><shadergraph> - Realtime Raytracing in Bevy 0.18 (Solari)
Realtime Raytracing in Bevy 0.18 (Solari) is a December 2025 development post by jms55 on quality and performance work for Solari, Bevy's dynamic ray-traced lighting path planned…
100% match · <shaders><free><lighting><realtime><shader><support><time><useful>