- 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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· <blog><back><creating><developers><focused><free><rather><use> - 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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· <blog><data><developers><focused><free><pre><rather><use> - 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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· <blog><developers><focused><free><gpu><post><rather><setup> - 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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· <blog><data><focused><free><high><pipeline><post><rather> - 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><blog><data><focused><free><pipeline><post><rather> - 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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· <blog><developers><focused><free><post><rather><useful><using> - 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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· <blog><developers><focused><free><mapping><rather><use><using> - Sun Beams / God Rays Shader Breakdown (Cyanilux)
Sun Beams / God Rays Shader Breakdown is a May 2024 Cyanilux tutorial (updated August 2025) on stylized god rays in Unity URP Shader Graph.
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· <blog><developers><focused><free><gpu><need><options><rather> - 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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· <blog><access><article><free><post><related><style><technical> - 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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· <blog><access><article><com><creating><free><learn><post> - 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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· <blog><access><article><free><gpu><need><related><technical> - Constraint-Based Tile Generators (BorisTheBrave)
Constraint-Based Tile Generators is BorisTheBrave's October 2021 survey unifying WaveFunctionCollapse and Model Synthesis as constraint-based tile generators that fill a grid under hard local rules.
Boris organizes variants by model (adjacency versus overlapping patches), constraint inference from samples, labels, or tile borders, solvers from arc consistency to Z3, cell and tile heuristics, contradiction handling, and non-square grids.
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· <blog><access><article><free><part><related><technical><using> - 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.
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· <blog><access><article><free><learn><related><shows><technical> - Fast Subsurface Scattering (John Austin, May 2020)
John Austin's May 2020 johnaustin.io post adds subsurface scattering to Unity's Universal Render Pipeline for a soft Oculus Quest VR look under tight mobile fill-rate limits.
Instead of deferred light-buffer blur, he uses forward wrapped diffuse from a Journal of Graphics Tools paper, with Valve-style wrapping, normalization, and a custom HLSL LightingSubsurface pass.
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· <blog><access><article><device><free><pipeline><related><style> - GPUGems - Chapter 38. Fast Fluid Dynamics Simulation on the GPU
Harris's GPU Gems Chapter 38 explains fast, stable 2D fluid simulation on the GPU.
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· <blog><access><article><com><download><free><gpu><related> - Grass Geometry Shader (Roystan)
Erik Roystan Ross's Unity Grass Shader Tutorial on roystan.net is a Built-in RP walkthrough, billed at about sixty minutes, that extends a downloadable starter scene in HLSL.
A
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· <advanced><blog><access><article><free><learn><related><technical> - 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><advanced><blog><access><article><compute><data><free> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
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· <blog><access><article><focused><free><gpu><high><level> - My take on shaders : Interior Mapping (Harry Alisavakis)
Interior mapping suggests rooms behind flat window quads without extra geometry, a parallax-family facade trick.
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· <blog><access><article><free><mapping><part><post><related> - My take on shaders : Parallax effect (part 1) (Harry Alisavakis)
Harry Alisavakis posted this in February 2019 as part one of a two-part Unity parallax tutorial.
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· <blog><access><article><com><free><part><related><technical>