- 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
· <shaders><blog><color><free><full><includes><position><post> - 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><advanced><blog><free><full><implementing><pipeline> - 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><advanced><blog><buffer><far><free><full> - 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
· <shaders><blog><free><full><note><position><post><shader> - Forcefield Shader Breakdown (Cyanilux)
Cyanilux URP Shader Graph forcefield: Fresnel edges, depth intersections, Scene Color refraction, noise distortion, and impact ripples via custom HLSL and C#.
100% match
· <shaders><blog><advanced><free><full><post><shader><textures> - Forcefield Shader Breakdown (Simple) (Cyanilux)
Simplified URP Shader Graph forcefield: transparent unlit Fresnel rim glow, front-face alpha masking, and scene-depth intersection highlights without distortion or ripples.
100% match
· <shaders><blog><color><free><full><post><shader><textures> - GPU Instanced Grass Breakdown (Cyanilux)
A Cyanilux URP breakdown on GPU-instanced grass: procedural draw APIs, structured buffers, Shader Graph instancing hooks, and optional indirect draws with compute frustum culling.
100% match
· <shaders><blog><free><full><note><only><post><shader> - 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><blog><data><free><full><lightweight><note><pipeline> - 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><blog><data><free><full><pipeline><post> - 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.
100% match
· <code><shaders><blog><free><full><mode><only><post> - 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><blog><data><free><full><includes><normal><post> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
100% match
· <shaders><blog><color><free><full><position><shader><textures> - Writing Shader Code in Universal RP (v2) (Cyanilux)
Writing Shader Code in Universal RP (v2) is Cyanilux's ShaderLab and HLSL guide for Unity URP (2021, updated 2022).
100% match
· <code><shaders><advanced><blog><free><full><pipeline><shader> - 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
100% match
· <shaders><blog><free><includes><mode><pipelines><post><programmers> - Edge detection outlines (Alexander Ameye)
Alexander Ameye's December 2024 note shows screen-space edge detection outlines for Unity 6 and Unity 2022.3+ on URP, citing stylized games such as Mars First Logistics and Rollerdrome.
A ScriptableRendererFeature adds a full-screen pass (Execute on 2022, Render Graph on Unity 6) and a Hidden/Edge Detection HLSL shader.
100% match
· <shaders><advanced><blog><free><normals><pipeline><pipelines><post> - Inresin
Louis Waloschek's WordPress technical art blog: a small set of long Unity Built-In Render Pipeline tutorials rather than a formal curriculum.
Articles cover selective PPv2 effects by packing mask data into opaque shader alpha, stylized interior lighting faked with global position arrays and C# managers, and terrain-mesh blending through auxiliary cameras and replacement shaders.
100% match
· <shaders><blog><alternative><covers><free><leveraging><only><pipeline> - Outline Shader (Roystan)
Erik Roystan Ross's Unity article (2018.3, about fifty minutes) teaches screen-space outlines as a custom post-processing stack effect.
100% match
· <shaders><blog><engine><free><pipelines><post><programmers><shader> - 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.
100% match
· <shaders><blog><approximations><covers><diffuse><need><normal><normals> - Raymarching Distance Fields : Concepts and Implementation in Unity (Adrianb)
Adrian Biagioli’s 2016 writeup introduces raymarching signed distance fields entirely in a Unity screen-space image effect on a full-screen quad - no mesh geometry per object.
Covers view-frustum ray setup, analytic SDF composition, march loops, basic lighting, and depth-buffer occlusion against traditional mesh renderers.
100% match
· <shaders><advanced><blog><covers><data><free><full><instead> - 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.
100% match
· <shaders><blog><buffer><free><pipeline><pipelines><position><programmers>