- 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><based><developers><free><full><game><helps> - 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><based><developers><fake><free><full><post> - 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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· <code><blog><about><bit><camera><free><full><post> - 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><based><developers><focuses><free><full><post> - 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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· <intermediate><blog><based><developers><fake><free><full><person> - 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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· <intermediate><blog><about><around><developers><free><full><stage> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
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· <intermediate><blog><based><camera><developers><free><full><project> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
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· <intermediate><blog><article><camera><comfort><developers><earlier><form> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
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· <intermediate><blog><article><camera><developers><helps><large><post> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
100% match
· <intermediate><based><developers><engines><free><game><practical><project> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
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· <intermediate><blog><article><context><developers><engines><free><game> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <intermediate><blog><around><article><compared><diagrams><engines><game> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
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· <intermediate><blog><article><based><compared><distance><editor><engines> - My take on shaders : Interior Mapping (Harry Alisavakis)
Interior mapping suggests rooms behind flat window quads without extra geometry, a parallax-family facade trick.
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· <intermediate><blog><article><case><free><game><part><post> - Parallax Mapping (CatlikeCoding)
Catlike Coding’s Rendering series part 20 adds parallax mapping to the custom “My First Lighting Shader” track (Unity 2017.1), closing the gap with Standard shader height features.
Explains why normal maps alone lack view-dependent parallax, then implements offset mapping and ray-marched height-field intersection with adjustable step counts on a test quad.
Builds on earlier parts (lighting, shadows, instancing).
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· <intermediate><blog><about><article><free><large><part><point> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
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· <intermediate><blog><article><based><covers><developers><engines><understand> - part 2
Harry Alisavakis continues his parallax series with layered “cracked ice” style offsets inspired by Binary Impact’s Shader Graph demo, implemented here in handwritten Unity surface shaders.
Reuses the tangent-space view vector vertex pass from part I, then loops parallax texture samples with iteration-controlled depth and fade, adding results into albedo (overlay blending noted as an alternative).
DisableBatching protects object-space camera math on multiple instances.
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· <intermediate><blog><about><article><free><open><part><post> - Partial Derivatives (ddx, ddy, fwidth) (Ronja)
Ronja’s tutorial 046 demystifies HLSL partial derivatives: ddx and ddy measure how a value changes across 2×2 pixel quads, and fwidth combines them for screen-space-aware filtering.
Demonstrates greyscale debug views, then builds an anti-aliased step (aaStep) that widens cutoffs by one pixel’s gradient - reducing jaggy fire, toon bands, and procedural edges versus raw step().
Includes a scrolling noise fire shader comparing step, aaStep, and smoothstep.
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· <intermediate><blog><article><case><compared><free><point><simpler> - Portals Series (Daniel Ilett)
Daniel Ilett’s multi-part portal series recreates Spyro-style skybox gates and full Portal-like rendering in Unity, covering stencil buffers, oblique projection matrices, momentum
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· <intermediate><blog><article><based><developers><free><full><game> - Recreating Civ VI Fog of War Effect (Lexdev)
Lexdev’s case study rebuilds Civilization VI - style fog of war in Unity using shader tricks that hide unexplored terrain while keeping explored areas readable.
Explains texture masks, blending, and map interaction constraints typical of 4X strategy cameras.
100% match
· <code><intermediate><blog><about><article><bit><case><compared>