- The Art of Code (YouTube Channel)
Video tutorials on advanced fragment-shader techniques - noise, fractals, raymarching, domain warping, and creative coding.
100% match
· <shaders><advanced><demoscene><distance><long><noise><raymarching><glsl> - I made this shader run 5x faster
The original shader layers animated cellular (Voronoi) noise with distorted UVs and procedural value noise, with no texture assets.
100% match
· <shaders><advanced><blog><distance><fragment><noise><procedural><sine> - 2D Water Shader Breakdown (Cyanilux)
A Shader Graph breakdown of stylized 2D water in Unity URP: sprite reflections via a second camera, scrolling noise distortion, fake highlights, and tilemap shoreline ripples for pixel art.
100% match
· <shaders><blog><free><noise><only><rather><shader><style> - Cloud Shader Breakdown (Cyanilux)
Cyanilux Shader Graph tutorial for URP that builds animated cloud decks on a subdivided plane with layered world-space noise, vertex displacement, and depth-based fading at intersections.
100% match
· <shaders><blog><based><cloud><free><helps><noise><rather> - 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><advanced><blog><free><notes><one><rather><shader> - 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
· <shaders><blog><based><fragment><free><noise><post><rather> - 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
· <shaders><blog><based><fog><free><post><rather><shader> - 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
· <shaders><blog><advanced><free><one><post><rather><shader> - Portal Shader Breakdown (Cyanilux)
Portal Shader Breakdown (May 2019) is a Cyanilux Shader Graph walkthrough for a wormhole portal on a flat unlit quad.
100% match
· <shaders><blog><based><distance><free><noise><rather><shader> - Swapping Colours (Cyanilux)
Swapping Colours is a February 2023 Cyanilux post on recolouring textures and procedural inputs in Unity Shader Graph for 3D, sprites, UI, or signed-distance shapes.
Sections cover Tint, Lerp, channel-packed greys, mask textures, Replace Color, Blend modes, gradient ramps as textures, and palette index lookups.
100% match
· <shaders><blog><color><distance><free><noise><one><procedural> - Waterfall Shader Breakdown (Cyanilux)
Waterfall Shader Breakdown (Cyanilux, May 2023) on cyanilux.com documents a stylized URP Shader Graph waterfall that parts around a moving sphere, turning popular 2019 demo into a step-by-step article.
A sphere signed distance field with clamped Y extends the alpha-clipped hole below the sphere; sine offsets along tangents wobble cutout and edges without vertex displacement.
100% match
· <shaders><blog><distance><free><noise><rather><shader><signed> - Learning the integral of a diffusion model
Blog post by Sander Dieleman explaining flow maps as models that predict any point on a diffusion noise-to-data path from any other point, instead of only the local tangent…
98% match
· <math><advanced><blog><already><based><noise><only><post> - Inigo Quilez - Articles
A large collection of written tutorials on procedural noise, raytracing, SDFs, distance functions, intersectors, voxels, and compression.
96% match
· <math><shaders><compression><demoscene><distance><noise><procedural><raymarching> - 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.
92% match
· <math><shaders><advanced><blog><authors><form><long><post> - Alan Zucconi - Tutorials
200+ tutorials on game dev math, shaders, Unity techniques, inverse kinematics, and ML topics.
75% match
· <math><shaders><noise><notes><raymarching><reverse> - The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn
SIGGRAPH 2015 slide deck on Guerrilla Games' Nubis volumetric cloud system for Horizon Zero Dawn, covering ray-marched modeling, lighting, and GPU optimizations.
71% match
· <shaders><advanced><free><noise><procedural><raymarching> - Scratchapixel
Free computer graphics course starting from ray tracing and rasterization basics with C++ examples.
69% match
· <math><color><free><meshes><notes><procedural> - Game Art Tricks (Simonschreibt)
A long-running series of tech-art breakdowns from shipped games (GTA V, Diablo, Zelda, etc.).
56% match
· <shaders><color><reverse><tricks> - Simulating Ocean Water (Tessendorf, course notes PDF)
Classic SIGGRAPH course notes on simulating and rendering ocean surfaces, including Gerstner waves and FFT-based animation.
52% match
· <math><shaders><advanced><notes>