- Texture Baking - Trading VRAM for GPU performance
The case study starts with a procedural rock material built in Shader Graph: bevel edge detection on normal maps, triplanar wood and mud, and many texture samples that leave the GPU texture unit st…
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· <optimization><shaders><advanced><blog><loop><profiler><samples><shader> - 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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· <shaders><blog><free><online><page><read><shader><texture> - 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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· <shaders><blog><based><free><online><post><read><samples> - 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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· <shaders><advanced><blog><free><notes><online><pass><prior> - 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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· <shaders><advanced><blog><about><free><online><post><read> - 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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· <shaders><blog><based><free><online><post><read><shader> - Fog Plane Shader Breakdown (Cyanilux)
Shader Graph tutorial for unlit fog planes on quads that sample scene depth for vertical fog and doorway fades, with simple and accurate reconstruction paths in Unity URP.
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· <shaders><blog><based><free><online><post><read><shader> - Holofoil Card Shader Breakdown (Cyanilux)
Unity URP Shader Graph breakdown of stylized holofoil trading cards: tangent-space view distortion, rainbow sampling, region masks, stencil portal windows, and bloom notes.
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· <shaders><blog><free><online><read><sample><shader><space> - Portal Shader Breakdown (Cyanilux)
Portal Shader Breakdown (May 2019) is a Cyanilux Shader Graph walkthrough for a wormhole portal on a flat unlit quad.
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· <shaders><blog><based><free><online><read><sample><shader> - Whirlpool Shader Breakdown (Cyanilux)
Whirlpool Shader Breakdown (Cyanilux, May 2019) on cyanilux.com walks through an Unlit Shader Graph whirlpool on a scaled Unity plane: polar coordinates shape a vertex funnel and animate seamless noise UVs for a stylized inward swirl.
One Minus, Power, and object-space Position build the funnel; Lerp water colours, Time-driven polar UVs, Sample Texture 2D LOD noise with optional Step edge, Fraction spirals, and world-space Simple Noise with Posterize bands add detail.
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· <shaders><blog><based><free><online><read><sample><shader> - Branching on a GPU (Jason Booth, Dec 2021)
Branching on a GPU is Jason Booth's December 2021 Medium essay on when shader branches help or hurt on modern GPUs.
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· <blog><about><article><before><free><math><online><programmers> - Easy Outlines (Daniel Ilett)
Daniel Ilett's June 2021 Bytesize Gamedev article on danielilett.com shows crisp block-color outlines on 3D Unity meshes via Universal Render Pipeline Shader Graph, without post-processing.
You build an Unlit URP graph, enable two-sided rendering, and alpha-clip front faces with Is Front Face, Branch, and a 0.5 threshold so only an expanded back-face shell renders.
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· <shaders><blog><article><before><free><online><programmers><series> - Grass System (MinionsArt)
MinionsArt's Grass System page on minionsart.github.io indexes a Unity foliage toolkit whose tutorials and packages sit on Patreon.
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· <shaders><blog><article><before><compute><cutting><free><online> - Harry Alisavakis
ShaderQuest walks from 3D mesh concepts through ShaderLab, URP and built-in pipeline examples, syntax, colors, and shaping functions, with updating GitHub sample projects.
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· <shaders><blog><article><before><free><online><programmers><series> - Impossible Geometry: Non-Euclidean Cubes
Alan Zucconi's 2015 Unity post opens his Impossible Geometry series on alanzucconi.com.
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· <blog><article><before><free><online><post><programmers><series> - Patreon > Team Dogpit (aka Xibanya)
Team Dogpit (Xibanya) publishes “Shaders For People Who Don’t Know How To Shader,” a Patreon-first series that assumes no prior Unity or programming background.
Each lesson introduces one skill - colors, normal maps, rim light, deferred buffers, SDFs, raymarching - then walks through a complete shader.
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· <shaders><blog><about><article><based><free><post><posts> - Physically Based Values for CG Artists
Rows cover metals, dielectrics, organics, and fluids with sRGB swatches and numeric F0/reflectance fields suited to Substance, Blender, or engine neutral workflows.
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· <blog><about><article><based><before><free><online><programmers> - Rendering Realtime Caustics (Alexander Ameye)
Alexander Ameye documents a Unity real-time caustics approach using projected textures or light cookies combined with depth-aware sampling, building on his render-feature tutorials.
Explains artist controls, performance pitfalls, and when to fake caustics versus offline path tracing.
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· <shaders><blog><article><before><free><online><pass><programmers> - second post discussing 3D
BorisTheBrave’s 2018 post is the 3D installment of a marching-cubes series on smooth destructible terrain.
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· <blog><article><before><free><online><post><programmers><space> - Sharper Mipmapping using Shader Based Supersampling (Ben Golus, Aug 2019)
Ben Golus’s Medium article explains shader-based supersampling tricks to reduce blurry mip transitions and recover sharper albedo/detail when hardware mip selection is too conserva
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· <shaders><blog><article><based><before><free><online><programmers>