Unity GitHub - BoatAttack Demo
Library / Codebase Intermediate
Unity
Visit resource ↗Description
Boat Attack is Unity Technologies' open URP demo on GitHub: a compact boat-racing vertical slice with playable craft and an island scene used to validate pipeline features.
The project shows Shader Graph lighting, Cinemachine, volumes, Addressables, LOD environment art, Jobs buoyancy, and custom renderer code for planar reflections, water FX, caustics, and Gerstner-wave water in a local package.
Best for intermediate developers comfortable cloning full samples; Git LFS and a Unity version aligned with the repo branch are required.
Water also ships in the separate boat-attack-water package for reuse; issue threads document version-specific tags and Render Graph branches for newer editors.
Often referenced in URP water discussions as Unity's canonical outdoor reference, with some water tooling still marked work in progress.
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 · <general><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 · <intermediate><blog><catalog><cyanilux><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.
100% match · <intermediate><blog><catalog><cyanilux><developers><examples><free><game> - 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 · <intermediate><blog><catalog><cyanilux><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.
100% match · <any><blog><catalog><cyanilux><examples><features><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 · <blog><catalog><cyanilux><examples><free><graph><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 · <intermediate><blog><catalog><cyanilux><developers><examples><free><graph> - 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 · <intermediate><blog><catalog><creating><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><useful><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…
100% match · <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…
100% match · <blog><free><meant><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…
100% match · <intermediate><blog><developers><free><meant><post><shader><source> - 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)…
100% match · <blog><free><meant><post><small><source><useful><want> - 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…
100% match · <blog><developers><free><meant><post><source><useful><want> - 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 · <intermediate><blog><developers><features><free><meant><post><shader> - 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 · <blog><developers><free><meant><post><sample><shader><source> - EA Sports F1 25: Path Tracing at 200mph
EA Sports F1 25: Path Tracing at 200mph is a recorded talk by Tom Hammersley, presented at GDC Vault. GDC Vault session by Tom Hammersley (EA Codemasters) on shipping a path…
100% match · <game><racing><source><technologies><time><useful><want><without> - 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 · <intermediate><before><blog><free><game><know><post><shader> - 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 · <features><free><linked><post><shader><time><useful><without> - Around The World, Part 28: Scaling up
This is part 28 of Thomas ten Cate's Around The World development blog about an early-stage sea exploration game in Godot.
100% match · <intermediate><blog><developers><free><game><open><post><project>