- 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.
100% match
· <shaders><intermediate><blog><control><free><only><page><rather> - 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.
100% match
· <shaders><intermediate><blog><free><less><post><rather><shader> - 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.
100% match
· <shaders><blog><explains><free><one><rather><shader><snippets> - 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.
100% match
· <shaders><intermediate><blog><another><free><maps><piece><positions> - Holofoil Card Shader Breakdown (Cyanilux)
Unity URP Shader Graph breakdown of stylized holofoil trading cards: tangent-space view distortion, rainbow sampling, region masks, stencil portal windows, and bloom notes.
100% match
· <shaders><intermediate><blog><effects><explains><free><rather><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.
100% match
· <shaders><blog><explains><free><look><materials><post><rather> - 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.
100% match
· <shaders><intermediate><blog><effects><free><only><post><range> - Sprite Glow/Outline Shader Breakdown (Cyanilux)
Sprite Glow/Outline Shader Breakdown is a March 2020 Cyanilux article for URP Shader Graph on 2D sprites.
100% match
· <shaders><intermediate><blog><control><effects><free><rather><shader> - Twitter (Freya Holmér) > Lerp, Inverse Lerp & Remap
Freya Holmér’s Twitter thread explains lerp, inverse lerp, and remap with intuitive graphics metaphors for shader and gameplay math.
Short social post format - best as a concept
100% match
· <shaders><intermediate><blog><article><free><function><lerp><post> - Stylized GGX shading — toon specular highlights
Technical blog post by Alexandre Lamure on stylized GGX shading that mixes toon-like specular highlights with physically based GGX.
100% match
· <math><shaders><intermediate><blog><mixes><post><shader><shading> - Procedural UV Derivatives Evaluation in SORT Renderer
Long-form post by Jiayin Cao on evaluating texture UV derivatives in the SORT offline renderer when UVs come from a custom shading language rather than fixed mesh attributes.
100% match
· <math><shaders><blog><aimed><explains><post><rather><shading> - The nature of the pixel
The article argues that many issues blamed on lighting or materials actually come from evaluating shaders at pixel centers on a fixed grid.
85% match
· <shaders><intermediate><blog><blur><materials><motion><texture><vector> - Cooperative Vectors Introduction
Technical introduction to Cooperative Vectors (long vectors) for neural network inference and training in shaders, written from experience in the Evolve rendering engine.
83% match
· <shaders><blog><aimed><covering><explains><materials><vector> - Freya Holmer - Acegikmo (YouTube)
Video tutorials visualizing math for graphics programming - vectors, splines, shader coding in Unity/HLSL, and geometric algebra.
75% match
· <math><shaders><blending><interpolation><lerp><vector> - Should you normalize RGB values by 255 or 256?
Technical essay comparing 8-bit RGB float conversion via division by 255 versus a 0.5-biased division by 256.
73% match
· <math><intermediate><blog><behavior><float><formulas><rgb><via> - The mathematical beauty of hyperbezier curves
Linebender post proposing hyperbezier curves as a curve family that can replace cubic Béziers in 2D vector design.
71% match
· <math><blog><aimed><behavior><control><post><vector> - Alwan 2.0.0 is out. Colour science in pure C11
Dependency-free colour science library in pure C11 for colour-space conversions, chromatic adaptation, appearance models, and spectral operations.
71% match
· <math><intermediate><chromatic><free><rather><reference> - Animation in Bevy: The Big Picture
Explains Bevy skeletal animation via AnimationPlayer, AnimationGraph, NodeIndex, and AnimationGraphHandle, then walks through the official Animated Mesh example.
67% match
· <intermediate><blog><aimed><beyond><explains><via><want> - Inigo Quilez - Articles
A large collection of written tutorials on procedural noise, raytracing, SDFs, distance functions, intersectors, voxels, and compression.
65% match
· <math><shaders><intermediate><blending><formulas><reference><snippets> - Desmos Graphing Calculator
Free online graphing calculator for plotting functions, parametric curves, and sequences.
52% match
· <math><functions><remapping><shaders><glsl>