- Cyanilux - Resources
A curated, filterable index of shader and Unity rendering resources - Cyanilux's own tutorials plus external links.
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· <shaders><graph><materials><pass><tags><vertex><hlsl><shadergraph> - 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.
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· <shaders><first><free><graph><material><properties><shader><step> - 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><color><first><free><graph><position><shader><step> - 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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· <code><shaders><asset><free><graph><one><pass><prior> - 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><shaders><fragment><free><graph><position><shader><step> - 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><fragment><free><graph><mesh><position><shader><step> - Fire/Flame Shader Breakdown (Cyanilux)
Shader Graph breakdown of billboard fire on a quad: scrolling noise warps UVs for a flame texture or procedurally generated ellipse shapes, with per-instance randomization.
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· <shaders><creating><first><free><graph><shader><step><written> - 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#.
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· <shaders><first><free><graph><one><shader><step><written> - 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.
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· <shaders><color><first><free><graph><shader><step><written> - Fractured Cube Breakdown (Cyanilux)
Step-by-step Cyanilux post on pivot baking: Blender Cell Fracture, UV-stored shard pivots, and URP Shader Graph vertex scale, rotation, and burst from a handle.
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· <shaders><free><graph><mesh><position><shader><step><written> - 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.
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· <shaders><free><graph><one><shader><step><written><shadergraph> - Hologram Shader Breakdown (Cyanilux)
A Shader Graph breakdown for Unity URP holograms: world-space scanlines from sine or frac, Fresnel rim, HDR additive tinting, plus optional UV distortion and glitch for quads.
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· <shaders><first><fragment><free><graph><position><shader><step> - 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.
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· <shaders><beginner><built><free><graph><properties><shader><step> - 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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· <code><shaders><beginner><free><material><materials><mesh><meshes> - 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.
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· <shaders><free><graph><mesh><meshes><shader><step><useful> - Liquid Shader Breakdown (Cyanilux)
A May 2019 Unity URP Shader Graph breakdown that clips geometry by world height, fakes a liquid top with two-sided back faces, and adds foam plus optional sine wobble.
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· <shaders><first><free><graph><mesh><position><shader><step> - 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.
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· <code><shaders><asset><free><graph><mesh><shader><step> - Polar Coordinates (Cyanilux)
Cyanilux's Polar Coordinates (May 2019, updated Dec 2023) is a Shader Graph article on converting Cartesian UVs to polar space with the Polar Coordinates node.
It explains Center, Radial Scale, and Length Scale, quotes the generated Unity HLSL, and uses Split so R is distance from center and G is angle from the downward reference (with notes on negative preview values).
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· <shaders><beginner><free><graph><shader><step><useful><written> - Rain Effects Breakdown (Cyanilux)
Rain Effects Breakdown (July 2023) is a Cyanilux walkthrough pairing Shuriken rain with Shader Graph ripples, puddles, and rain-on-surface shaders.
Particles use stretched billboards in a scaled box with URP or Built-in unlit materials; VFX Graph is noted for URP or HDRP.
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· <shaders><free><graph><shader><step><written><shadergraph><unity> - Shoreline Shader Breakdown (Cyanilux)
Shoreline Shader Breakdown is a December 2024 Cyanilux post merging earlier shoreline water threads into one stylized coast tutorial for Unity URP Shader Graph.
It compares depth-texture versus UV shoreline meshes, then walks approaching wave lines, synced swash motion, Voronoi on the swash, and wet-sand darkening via low-alpha blending.
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· <shaders><free><graph><material><one><shader><step><written>