- 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><advanced><blog><breakdown><example><explains><free> - 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><advanced><blog><breakdown><free><post><reconstruction> - 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><breakdown><example><free><post><screenshots><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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· <code><shaders><blog><breakdown><deferred><explains><free><meshes> - 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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· <code><shaders><advanced><blog><breakdown><explains><frame><free> - 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><example><free><post><programmers><real> - 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><article><free><long><programmers><real><run> - 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><article><engineering><free><programmers><real><shader> - 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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· <code><shaders><advanced><blog><article><covers><free><meshes> - 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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· <code><shaders><blog><article><example><free><pipeline><programmers> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
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· <advanced><blog><article><free><programmers><real><run><shader> - 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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· <code><shaders><blog><article><free><post><programmers><real> - 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.
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· <shaders><advanced><blog><article><free><pipeline><post><programmers> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
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· <free><map><notes><ray><real><required><shader><time> - Febucci
's blog is the public writing hub of the Febucci studio (Text Animator, Unity and Godot tools, and indie games).
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· <code><shaders><blog><article><free><programmers><real><shader> - 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.
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· <shaders><blog><article><covers><free><lighting><lights><pipeline> - Lexdev
(lexdev.net) is an independent Unity shader and rendering tutorial site organized around game-inspired case studies and short basics articles.
Featured walkthroughs include a Frostpunk heatmap with compute shaders, shader variants, and deferred shading; Civilization VI fog of war; Gears Hammer of Dawn; Overwatch-style shields; and UI background blur.
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· <code><shaders><advanced><blog><article><deferred><free><programmers> - 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.
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· <shaders><blog><article><free><post><programmers><real><shader> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <shaders><blog><article><directional><engineering><example><explains><follow> - 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.
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· <shaders><advanced><blog><article><covers><free><meshes><programmers>