- 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><blog><effect><free><material><properties><rather><screenshots> - 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><depth><effect><free><intersections><rather><screenshots> - 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><blog><effect><free><post><rather><samples><screenshots> - 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><effect><free><mesh><post><rather><screenshots> - 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><depth><effect><free><post><rather><screenshots> - 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><along><depth><effect><free><intersections> - 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
· <shaders><blog><could><depth><effect><free><intersections><post> - 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.
100% match
· <shaders><blog><effect><free><post><rather><screenshots><techniques> - 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><blog><effect><free><rather><screenshots><space><techniques> - 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
· <shaders><blog><effect><free><like><post><rather><screenshots> - 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><effect><field><free><like><rather> - Froyok
Léna Piquet's technical-art blog at froyok.fr/articles.html, where she shares years of real-time rendering notes alongside her Adobe Substance 3D Painter work.
Coverage centers on Unreal Engine 4: custom bloom and lens-flare post-processes, distance-field textures, portals, render-target UI, and selective engine-source changes.
100% match
· <blog><access><free><like><pipelines><real><techniques><time> - Impossible Geometry: Non-Euclidean Cubes
Alan Zucconi's 2015 Unity post opens his Impossible Geometry series on alanzucconi.com.
100% match
· <blog><access><effect><free><geometry><pipelines><post><real> - Joyrok > What are SDFs Anyway?
"What Are SDFs Anyway?" is a Tech Art Chronicles article on joyrok.com introducing signed distance fields for 2D UI icons.
100% match
· <blog><access><distance><field><free><pipelines><real><time> - Marching Squares/Cubes (BorisTheBrave)
First article in Boris The Brave's free meshing series (Adam Newgas) on boristhebrave.com.
100% match
· <blog><access><could><free><mesh><pipelines><real><time> - Simon Trümpler / Simonschreibt
Simon Trümpler’s Simonschreibt.de is a long-running German/English technical art blog covering stylized environments, hand-painted texturing, Substance workflows, and shader-adjace
100% match
· <blog><access><design><free><observations><pipelines><real><time> - Voronoi Fragmentation of a Mesh
Long-form guide to shattering a convex mesh into Voronoi shards by clipping against perpendicular bisector planes, with an interactive three.js demo.
85% match
· <code><advanced><blog><form><geometry><long><mesh><space> - Mouse Raycasting Derivation
Derives a compact formula for casting a world-space ray through a screen-space mouse position from camera basis vectors and field of view.
58% match
· <code><blog><field><screen><space><view>