- 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
· <shaders><intermediate><first><free><graph><material><need><shader> - 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
· <shaders><free><material><materials><meshes><shader><triangle><unity> - Jellyfish Shader Breakdown (Cyanilux)
Cyanilux URP Shader Graph jellyfish: sine vertex displacement, Y masking, Fresnel tint, and C# tentacle counter-rotation when the body turns.
100% match
· <shaders><intermediate><free><graph><meshes><second><shader><similar> - Sword Slash Shader Breakdown (Cyanilux)
Cyanilux's Sword Slash Shader Breakdown (Dec 2021) is a free Unity blog tutorial for an unlit URP Shader Graph effect on a ring mesh: panning a triangular slash mask and noise over time, like soulercoaster ribbon VFX used in spells.
Setup covers ring UVs, textures, and optional downloads; the Graph builds Slash/Length UV animation, comparison masking, edge fades, scrolling noise, Lerp colors with Smoothstep, and optional vertex Scale.
100% match
· <shaders><intermediate><detail><free><graph><masks><shader><similar> - Alexander Ameye
's blog at ameye.dev (alexanderameye.github.io) is a static Eleventy site documenting Unity graphics engineering experiments.
Sixteen indexed notes explain URP scriptable render passes, Shader Graph stylized water, realtime caustics, cavity and halftone effects, hemisphere sampling, holographic cards, and several outline methods.
100% match
· <shaders><intermediate><artists><free><graph><shader><technical><shadergraph> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
100% match
· <shaders><artists><covers><first><free><low><meshes><need> - 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
100% match
· <shaders><intermediate><built><driven><free><grass><material><meshes> - Cracked Ice Shader (using Parallax effect) (Daniel Pokladek)
Daniel Pokladek's January 2021 blog post builds a Unity cracked-ice material with parallax crack planes under a tinted surface, extending Binary Impact's Shader Graph ice tutorial toward Dragon Age: Inquisition-style stacked cracks, not one repeating layer.
Shader Graph work uses three parallax slices, surface offset, normal UV distortion, grayscale albedo tinting, and RGB-packed crack maps.
100% match
· <shaders><intermediate><artists><free><graph><shader><shows><similar> - MinionsArt
Filters tag Built-in RP, URP, Shader Graph, Godot, textures, and asset packs.
100% match
· <shaders><intermediate><artists><built><free><graph><shader><technical> - Unity GitHub - Renderer Feature Samples
Unity Graphics package URP Render Graph samples (URPRenderGraphSamples) demonstrate RenderGraph API usage in Universal RP - pass setup, resource imports/exports, and debugging view
100% match
· <general><intermediate><free><graph><including><samples><shader><without> - Substrate Light Reflectance - Unreal Substrate - Episode 2
Ben Cloward video explaining light reflectance inputs in Unreal Engine's Substrate material system.
100% match
· <shaders><intermediate><video><cloward><artists><ben><covers><engine> - 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…
100% match
· <intermediate><video><already><covers><driven><episode><first><free> - Better sRGB to greyscale conversion
Better sRGB to greyscale conversion is an October 2025 technical blog post on 30fps.net about converting gamma-encoded sRGB to greyscale without misusing Rec.
100% match
· <shaders><intermediate><covers><free><helps><material><need><shader> - Your First Shader | Unity Shader Code Basics 01
Your First Shader | Unity Shader Code Basics 01 is a beginner YouTube tutorial by Daniel Ilett that writes a Unity 6 URP unlit Hello World shader from an empty file in ShaderLab…
100% match
· <shaders><video><built><covers><episode><first><free><graph> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits.
It…
100% match
· <shaders><intermediate><cost><covers><familiarity><free><helps><need> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
100% match
· <intermediate><already><build><covers><engine><first><free><samples> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
100% match
· <shaders><covers><free><helps><intermediate><need><shader><technical> - Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed
Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed is a Digital Foundry YouTube investigation by Alex comparing Switch 2 temporal reconstruction…
100% match
· <general><intermediate><video><cost><covers><detail><engine><free> - Easy Color Theory: A Beginner's Guide
Easy Color Theory: A Beginner's Guide is a Grant Abbitt (Gabbitt) YouTube tutorial introducing practical color theory in Blender for making scenes read more clearly.
It covers…
100% match
· <general><video><covers><free><materials><shader><shows><without> - Stateless particles - rendering without a mesh
The GPU supplies only SV_VertexID and SV_InstanceID, and the vertex shader fabricates positions, UVs, and normals for each quad or triangle strip.
92% match
· <shaders><intermediate><density><instance><masks><placement><shader><triangle>