- Cyanilux - Resources
A curated, filterable index of shader and Unity rendering resources - Cyanilux's own tutorials plus external links.
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· <external><features><gist><graph><pipeline><renderer><hlsl><shadergraph> - 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><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><blog><catalog><cyanilux><developers><examples><first><free> - 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><catalog><cyanilux><developers><different><each><examples> - 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><catalog><cyanilux><developers><examples><first><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.
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· <asset><blog><catalog><custom><cyanilux><example><examples><features> - 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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· <about><blog><catalog><computer><cyanilux><different><examples><free> - 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><catalog><cyanilux><developers><example><examples><free> - Adding Native Gaussian Splatting Support to Three.js
Ben Houston blog post on contributing native Gaussian Splatting to Three.js with WebGPU/TSL, including SPZ v3/v4 loaders, a reusable GPU counting sort, and SH1–SH3 view-dependent…
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· <assets><blog><data><developers><layout><three><useful><view> - 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><free><games><layout><loading><source><textures><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><open><repository><shared><source> - 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><one><shader><source><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><developers><free><load><loading><one><source><useful> - Reconstructing Physically Stable 3D Scenes from a Single Image
Reconstructing Physically Stable 3D Scenes from a Single Image is a single research paper with a public REST3D project site, code release, and demo videos.
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· <assets><before><demo><details><linked><project><scene><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…
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· <intermediate><add><blog><developers><each><feature><features><free> - 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…
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· <blog><developers><feature><free><one><pipeline><sample><shader> - 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.
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· <access><assets><before><data><details><linked><meshes><project> - GPU memory management in AnKi
AnKi 3D Engine blog post on how GPU memory management evolved from custom VkDeviceMemory suballocation through GPU-driven rendering and a render-graph to placed/committed…
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· <blog><custom><data><graph><render><resources><scene><shared> - Advanced Shader Delivery expands Public Preview with AMD
DirectX Developer Blog post announcing Advanced Shader Delivery (ASD) expanding public preview to Windows 11 PCs with AMD RDNA GPUs, beyond the ROG Xbox Ally handhelds.
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· <intermediate><blog><developers><download><first><game><load><shader> - CuRast: Cuda-Based Software Rasterization for Billions of Triangles
CUDA software rasterizer for dense opaque meshes with hundreds of millions to billions of triangles, without precomputed LODs or acceleration structures.
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· <library><computer><demo><loading><meshes><one><pipeline><three>