- 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
· <blog><based><cameras><color><edges><effect><examples><free> - 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.
100% match
· <blog><across><based><edges><effect><examples><free><post> - Fog Plane Shader Breakdown (Cyanilux)
Shader Graph tutorial for unlit fog planes on quads that sample scene depth for vertical fog and doorway fades, with simple and accurate reconstruction paths in Unity URP.
100% match
· <blog><based><effect><examples><free><games><light><post> - 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#.
100% match
· <blog><advanced><cameras><edges><effect><examples><free><post> - 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.
100% match
· <blog><cameras><color><edges><effect><examples><free><post> - 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
· <general><blog><across><each><effect><examples><free><local> - Toon Glass Shader Breakdown (Cyanilux)
Toon Glass Shader Breakdown is a January 2020 Cyanilux Shader Graph post (updated October 2023) that fakes cartoon window glass: solid diagonal lines on a transparent quad that shift when the camera translates.
It uses an Unlit transparent surface with Offset, Scale Multiplier, A/B line-count, Line Width, and Line Alpha properties.
100% match
· <blog><across><camera><cameras><effect><examples><free><post> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
100% match
· <blog><based><camera><cameras><color><effect><examples><free> - Impossible Geometry: Non-Euclidean Cubes
Alan Zucconi's 2015 Unity post opens his Impossible Geometry series on alanzucconi.com.
100% match
· <general><blog><article><artists><each><effect><free><geometry> - Patreon > Team Dogpit (aka Xibanya)
Team Dogpit (Xibanya) publishes “Shaders For People Who Don’t Know How To Shader,” a Patreon-first series that assumes no prior Unity or programming background.
Each lesson introduces one skill - colors, normal maps, rim light, deferred buffers, SDFs, raymarching - then walks through a complete shader.
100% match
· <blog><about><article><artists><based><content><free><post> - Substrate Light Reflectance - Unreal Substrate - Episode 2
Ben Cloward video explaining light reflectance inputs in Unreal Engine's Substrate material system.
100% match
· <artists><base><color><covers><light><material><metalness><reflectance> - How We Draw a 3D Sprite World: The Stylized Art of Never's End
GDC Vault talk by Ryan Juckett (Hypersect) on rendering Never's End as a hand-drawn 2D pixel-art look from fully 3D assets.
100% match
· <general><art><artists><camera><dynamic><keeping><lighting><materials> - Gyms, Zoos, and Museums: Your documentation should be in-game
Gyms, Zoos, and Museums: Your documentation should be in-game is a January 2026 written version of Robin-Yann Storm's conference talk on keeping game docs inside the editor and…
100% match
· <general><blog><content><essay><examples><free><games><including> - LearnOpenGL
Comprehensive OpenGL tutorial series from context creation through lighting, PBR, shadows, geometry/tessellation shaders, and compute.
75% match
· <assumes><cameras><examples><geometry><lighting><pbr> - 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.
71% match
· <general><blog><distance><edges><filtering><lighting><materials> - Specular BRDF Reference
Side-by-side reference of Cook-Torrance microfacet BRDF terms (NDF, Fresnel, geometry shadowing) using consistent notation and UE4 roughness.
67% match
· <advanced><blog><consistent><geometry><ndf><production><roughness> - Google Filament Documentation
Official docs for Google's physically based real-time renderer - material model, lighting equations, image-based lighting, and mobile-oriented PBR design used in Filament and…
58% match
· <general><advanced><authoring><lighting><materials><pbr> - From Research to Recognition: Meet the SIGGRAPH 2026 Student Research Competition Winners
ACM SIGGRAPH Blog Q&A with the SIGGRAPH 2026 Student Research Competition winners.
58% match
· <general><blog><based><light><profiles><reality> - Effective Modern C++
Scott Meyers guide to 42 best practices for C++11/14 - move semantics, smart pointers, lambdas, and avoiding common modern C++ pitfalls.
52% match
· <advanced><assumes><engines><production><references>