- 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><free><index><online> - 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><free><index><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
· <intermediate><blog><catalog><create><cyanilux><free><game><index> - 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><free><index><online><paywall> - 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
· <blog><catalog><cyanilux><free><index><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
· <blog><catalog><cyanilux><free><index><online><paywall><reference> - 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><create><cyanilux><free><index><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
· <intermediate><blog><catalog><cyanilux><free><index><many><online> - 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…
100% match
· <intermediate><free><programmers><real><talk><texture><time><video> - The Future of Path Tracing | Best Practices, Optimizations & Future Standards
The Future of Path Tracing | Best Practices, Optimizations & Future Standards is a recorded talk published on the NVIDIA developer channel channel.
NVIDIA GDC 2026 talk on…
100% match
· <free><game><gdc><programmers><real><talk><time><video> - Texel Density Explained
Texel Density Explained is a Hugh Chew YouTube lesson on texel density for environment and prop art, covering metrics, UV setup, and how density differs from visual fidelity.
It…
100% match
· <general><artists><before><free><game><real><reference><texture> - Per Texel Lighting
Per Texel Lighting is a February 2026 technical blog post by Joshua Martinez explaining a Unity project that lights and shadows objects per texture texel instead of per…
100% match
· <intermediate><blog><free><linked><pipelines><real><technical><texture> - Better SDF texture for anime face shading in blender
Short Blender tutorial video by Astonished: Animations / Asuto on improving SDF textures used for anime-style face shading.
100% match
· <intermediate><access><artists><free><index><technical><texture><textures> - Texel Splatting | True 3D Pixel Art
Short YouTube explainer by Dylan Ebert introducing Texel Splatting for perspective-stable 3D pixel art.
100% match
· <intermediate><artists><before><free><programmers><real><related><time> - It's Not About the API - Fast, Flexible, and Simple Rendering in Vulkan
It's Not About the API - Fast, Flexible, and Simple Rendering in Vulkan is a talk by Mason Remaley on his Games by Mason blog, with embedded video and slides.
100% match
· <intermediate><access><before><free><game><programmers><real><recording> - 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
· <access><artists><free><many><pipelines><real><recording><talk> - Terrain Tiling Break-Up - Terrain Shaders - Episode 4
Terrain Tiling Break-Up - Terrain Shaders - Episode 4 is a Ben Cloward YouTube tutorial in his Terrain Shaders series on reducing obvious texture repetition on large terrain…
100% match
· <intermediate><access><artists><free><help><links><technical><texture> - Spectral rendering, part 1: Spectra
Spectral rendering, part 1: Spectra is a November 2025 Moments in Graphics article by Christoph Peters opening a series on implementing spectral rendering in a real-time path…
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· <blog><access><free><help><pipelines><programmers><real><time> - Graphics Programming Conference 2025 - slides released
Graphics Programming Conference 2025 - slides released points to the official GPC 2025 archive of talk materials from the conference held in Breda, Netherlands.
The archive…
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· <general><access><free><index><linked><many><programmers><related> - Sparse Radiance Cascades: goodbye screenspace
[video] Sparse Radiance Cascades: goodbye screenspace is a short demo video by Alexander Sannikov showing an update to a sparse radiance cascades GI experiment.
The description…
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· <access><footage><free><real><recording><time><video><written>