- 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
· <code><shaders><free><full><graph><graphs><later><render> - 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
· <code><shaders><about><free><full><graph><graphs><platform> - Intro to Shader Graph (Cyanilux)
Long-form Cyanilux primer on Unity Shader Graph: package and URP/HDRP setup, graph templates, the node editor, data types, previews, properties, keywords, and sub-graphs.
100% match
· <shaders><data><free><full><graph><graphs><may><render> - Intro to the Shader Pipeline (Cyanilux)
Introductory Cyanilux blog post on Unity meshes, shader stages, render pipelines, materials, C# property setup, batching, and forward versus deferred paths.
100% match
· <code><shaders><data><free><full><graphs><render><resources> - Local UVs for Sprites in Sprite Sheet/Atlas (Cyanilux)
Unity shader techniques for per-sprite 0-1 UVs when sprites live in sheets or atlases: C# UV remap with Shader Graph/HLSL, plus URP object-space and renderer-bounds alternatives.
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· <code><shaders><intermediate><free><full><graph><graphs><may> - Soft Foliage Shader Breakdown (Cyanilux)
Soft Foliage Shader Breakdown is a March 2021 Cyanilux post documenting soft-shaded foliage for Unity URP Shader Graph, with full notes beyond the original Twitter demo.
It cove
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· <shaders><intermediate><free><full><generated><graph><graphs><resources> - Sprite Glow/Outline Shader Breakdown (Cyanilux)
Sprite Glow/Outline Shader Breakdown is a March 2020 Cyanilux article for URP Shader Graph on 2D sprites.
100% match
· <shaders><intermediate><around><channel><free><full><graph><graphs> - Tentacle Shader Breakdown (Cyanilux)
Tentacle Shader Breakdown is a May 2022 Cyanilux Shader Graph tutorial for Technically A Challenge (Technically Speaking Discord): a tentacle mesh wraps a movable target via vertex displacement and rotation, not tessellation.
It walks Mesh setup in Blender, TentacleInteract C# for _Radius and _InteractPos, then vertex graph steps - Smoothstep offset, Z clamp, Rotate About Axis, normal rotation, sine length scaling, and sucker pulsation.
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· <shaders><intermediate><about><around><free><full><graph><graphs> - Vertex Displacement (Cyanilux)
Vertex Displacement is a free Cyanilux blog tutorial (updated Jan 2023) on moving vertices in Unity Shader Graph, part of the site URP breakdown collection.
It covers vertex versus fragment stages on the Master Stack, Object-space scale and offset with Time animation, and fragment-only node limits.
100% match
· <shaders><intermediate><about><data><free><full><graph><graphs> - Youtube > Ned Makes Games
Ned Makes Games YouTube channel covers Unity game dev with emphasis on shaders, rendering tricks, and clear beginner-to-intermediate explanations for hobbyists.
Episodes often w
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· <shaders><intermediate><channel><free><graph><resources><topics><video> - Khronos Announces Vulkanised 2027 and Real-Time Shading Symposium 2027
Khronos Group press release announcing co-located Vulkanised 2027 (February 8–10) and Real-Time Shading Symposium 2027 (February 11–12) at Howest University in Kortrijk, Belgium.
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· <code><shaders><group><khronos><languages><shading><symposium><talk> - 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…
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· <code><shaders><engineers><free><include><prototype><topics><useful> - Early-bird deadline for the Shading Languages Symposium 2026
Early-bird deadline for the Shading Languages Symposium 2026 points to the Khronos Group page for the in-person symposium held 12-13 February 2026 in San Diego, right after…
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· <code><shaders><intermediate><gigi><group><khronos><languages><shading> - SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination
[video] SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination is a YouTube recording of Tiago Sousa's Advances talk on idTech8 global…
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· <code><shaders><talk><channel><engineers><free><iteration><platform> - Getting started with BGFX
[video] Getting started with BGFX is a YouTube playlist by Game Coder Nz that walks through the bgfx cross-platform rendering library from a blank project to basic 3D and UI…
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· <code><shaders><engine><free><intermediate><platform><useful><video> - 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…
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· <shaders><intermediate><cpu><engine><free><graph><shading><unreal> - 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.
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· <code><intermediate><about><around><free><full><open><useful> - Eliminate Slope Stretching - Terrain Shaders - Episode 8
Eliminate Slope Stretching is episode 8 of Ben Cloward's terrain shaders series.
100% match
· <shaders><intermediate><engine><free><graph><unreal><useful><video> - A series of tricks and techniques I learned doing tiny GLSL demos
A series of tricks and techniques I learned doing tiny GLSL demos is a December 2025 blog post by bµg about lessons from size-constrained GLSL demos after the earlier Red Alp…
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· <code><shaders><about><free><intermediate><iteration><shading><techniques> - Coding Adventure: Simulating Smoke
This YouTube Coding Adventure video by Sebastian Lague builds a grid-based smoke simulation from first principles as one episode in the Coding Adventures series.
It covers…
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· <code><intermediate><driven><free><full><may><useful><video>