- 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><hdrp><pixel><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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· <shaders><blog><across><based><free><noise><pixel><post> - 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).
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· <shaders><blog><article><before><free><post><real><style> - A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
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· <blog><after><article><basics><before><free><real><style> - 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.
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· <shaders><blog><about><article><before><free><real><time> - Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF.
One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion.
The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
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· <shaders><blog><article><before><free><one><post><real> - 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.
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· <shaders><advanced><blog><article><before><free><one><real> - Blur Renderer Feature Example/Template for URP / Unity 2021.2 (Alexander Ameye)
Custom Render Passes in Unity is Alexander Ameye's July 2021 ameye.dev note on URP ScriptableRendererFeature and ScriptableRenderPass boilerplate, heavily commented where Unity SRP documentation still feels sparse.
The sample applies a two-pass box blur: blit camera color to a temporary buffer, blur vertically then horizontally, with adjustable strength and downsampling.
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· <shaders><blog><about><article><before><free><real><time> - 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><real> - Voronoi Maps (Red Blob Games)
Amit Patel (Red Blob Games) interactive Voronoi map tutorial builds region diagrams step-by-step with JavaScript demos - ideal for understanding Lloyd relaxation, biomes, and proce
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· <blog><about><article><basics><before><free><noise><real> - 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.
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· <math><shaders><blog><about><article><free><image><images> - 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…
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· <shaders><blog><about><after><before><free><one><post> - 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…
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· <math><shaders><advanced><blog><article><free><implementing><lighting> - Realtime Raytracing in Bevy 0.17 (Solari)
Realtime Raytracing in Bevy 0.17 (Solari) is a September 2025 engineering blog post by jms55 on experimental hardware raytracing in Bevy 0.17 through the Solari plugin.
It gives…
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· <shaders><advanced><blog><article><concrete><frame><free><lighting> - BLAS Sharing for ray tracing cluster-based continuous level of detail
BLAS Sharing for ray tracing cluster-based continuous level of detail is a technical documentation page in NVIDIA nvpro-samples vk_lod_clusters describing how to share…
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· <advanced><across><based><diagrams><engineers><frame><free><per> - The performance impact of vertex shader exports
The performance impact of vertex shader exports is a September 2025 Interplay of Light blog post by Kostas Anagnostou measuring how many float4 attributes passed from vertex to…
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· <shaders><advanced><blog><article><free><pixel><post><style> - Dot Noise
Dot Noise is a September 2025 GM Shaders Mini article by Xor presenting a cheap aperiodic 3D noise alternative built from gyroid-like sine and cosine combinations.
It starts…
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· <math><shaders><blog><article><assumed><free><noise><per> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <blog><article><assumed><basics><before><captures><environment><free> - Deus Ex - Alpha Terrain (Simonschreibt)
Simon Schreibt's May 2023 post on simonschreibt.de explains terrain blending in Deus Ex: Mankind Divided, where Prague levels hide harsh cuts where props meet ground.
Opaque geometry renders first, then flat translucent terrain depth-fades toward surfaces beneath.
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· <blog><about><article><before><free><one><real><time> - 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><real><time>