- 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><intermediate><blog><between><color><free><post><processing> - 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><blog><free><notes><pipeline><programmers><sample><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.
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· <shaders><blog><between><free><look><material><model><paths> - Swapping Colours (Cyanilux)
Swapping Colours is a February 2023 Cyanilux post on recolouring textures and procedural inputs in Unity Shader Graph for 3D, sprites, UI, or signed-distance shapes.
Sections cover Tint, Lerp, channel-packed greys, mask textures, Replace Color, Blend modes, gradient ramps as textures, and palette index lookups.
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· <shaders><intermediate><blog><between><color><free><model><shader> - 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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· <shaders><intermediate><blog><color><free><sample><shader><space> - 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).
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· <shaders><blog><between><free><material><pipeline><shader><step> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
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· <shaders><blog><about><article><free><look><programmers><related> - 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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· <intermediate><blog><article><free><look><programmers><related><shader> - 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><intermediate><blog><about><article><free><programmers><related> - 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><intermediate><blog><article><beginners><free><post><programmers> - 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><blog><article><better><between><covers><free><need> - 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><intermediate><blog><about><article><free><pipeline><programmers> - 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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· <intermediate><blog><about><article><free><need><programmers><related> - 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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· <shaders><intermediate><blog><article><follow><free><image><look> - Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
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· <shaders><intermediate><blog><about><article><color><free><model> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
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· <blog><article><beginners><between><free><programmers><related><shader> - 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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· <shaders><intermediate><blog><article><helps><material><notes><post> - Custom Post Processing in URP / Unity 2021.3 (Febucci)
Federico Bellucci's May 2022 Febucci article covers custom post-processing in Unity URP on Unity 2021.x (URP 12.1.5), when volume-backed custom effects lacked clear docs.
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· <shaders><intermediate><blog><article><free><post><processing><programmers> - Cyanilux
(cyanilux.com) is Cyan's personal site for free Unity shader tutorials, organized into long-form Posts and effect-focused Breakdowns with expandable screenshots.
Posts explain Shader Graph basics, depth, vertex displacement, custom URP renderer features, and render passes.
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· <shaders><intermediate><blog><article><free><pipeline><programmers><related> - Deferred Shading (CatlikeCoding)
Rendering 13 on Catlike Coding is Jasper Flick's chapter on Unity deferred shading, part of the Built-in RP Rendering series (Unity 5.5).
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