- Jendrik Illner - Graphics Programming Article Database
Searchable index of graphics programming articles aggregated from Jendrik Illner's weekly newsletter issues on jendrikillner.com.
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· <general><all><conference><curated><free><gpu><index><links> - 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.
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· <based><blog><each><free><full><graphs><index><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.
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· <based><blog><free><full><graphs><index><post><rather> - 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.
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· <based><blog><free><full><graphs><index><note><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.
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· <based><blog><free><full><games><graphs><index><post> - 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><each><free><full><graphs><index><rather> - 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><free><full><gpu><graphs><index><note><post> - 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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· <based><blog><data><free><full><graphs><including><index> - Rain Effects Breakdown (Cyanilux)
Rain Effects Breakdown (July 2023) is a Cyanilux walkthrough pairing Shuriken rain with Shader Graph ripples, puddles, and rain-on-surface shaders.
Particles use stretched billboards in a scaled box with URP or Built-in unlit materials; VFX Graph is noted for URP or HDRP.
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· <blog><free><full><graphs><including><index><rather><surfaces> - Sprite Stencil Overlay Breakdown (Cyanilux)
Sprite Stencil Overlay Breakdown is a February 2020 Cyanilux post (updated March 2024) for Unity URP.
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· <general><blog><free><full><graphs><index><note><rather> - 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.
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· <blog><free><full><graphs><index><note><post><rather> - Ultraviolet Lights & Invisible Ink (Cyanilux)
Ultraviolet Lights & Invisible Ink (Dec 2023) is a Cyanilux blog tutorial on gpu-side hidden decals in Unity URP, inspired by UV fingerprint hunts and lens-of-truth style puzzles.
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· <based><blog><free><full><games><graphs><index><path> - 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.
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· <article><based><free><full><post><posts><real><technical> - Physically Based Values for CG Artists
Rows cover metals, dielectrics, organics, and fluids with sRGB swatches and numeric F0/reflectance fields suited to Substance, Blender, or engine neutral workflows.
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· <general><article><based><data><free><physically><real><technical> - see here for slides
Gilbert Sanders, Principal Artist at Guerrilla Games, gave this GDC 2018 Visual Arts session on vegetation in Horizon Zero Dawn.
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· <general><conference><full><games><real><slides><talk><tech> - Voronoi Maps (Red Blob Games)
Amit Patel (Red Blob Games) interactive Voronoi map tutorial builds region diagrams step-by-step with JavaScript demos - ideal for understanding Lloyd relaxation, biomes, and proce
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· <general><article><free><games><many><map><real><technical> - GPU view-adaptive crack-free subdivision of Bézier surfaces
AMD GPUOpen article summarizing a Eurographics Symposium on Rendering 2026 paper on view-adaptive, crack-free subdivision of bicubic Bézier patches with GPU work graphs.
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· <article><compact><free><gpu><graphs><paper><surfaces><without> - SIGGRAPH 2026 Links
Stephen Hill's curated link roundup for SIGGRAPH 2026, grouping session recordings, courses, emerging technologies, posters, talks, and pointers to the technical papers list.
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· <general><all><website><hill><conference><curated><emerging><index> - I3D 2026 Fireside Chat with Naty Hoffman and Eric Haines
I3D 2026 fireside chat featuring Naty Hoffman and Eric Haines, recorded at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games at Lucasfilm (13–15 May 2026).
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· <general><all><beyond><games><paper><real><siggraph><talks> - A Game Developer’s Guide to SIGGRAPH 2026: Building Your Week Beyond the Games Summit
ACM SIGGRAPH blog guide for game developers attending SIGGRAPH 2026, starting from the inaugural Games Summit and mapping related sessions across the week.
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· <general><all><beyond><blog><games><live><production><real>