- 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.
100% match
· <shaders><intermediate><blog><blur><derivatives><distance><edges><fwidth> - 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><color><edges><free><gradient><opacity> - 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><intermediate><blog><edges><fragment><free><functions><pixel> - 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><distance><field><free><sdf><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><intermediate><blog><color><distance><free><functions><one> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
100% match
· <shaders><blog><access><article><free><shader><technical><want> - Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF.
One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion.
The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
100% match
· <shaders><intermediate><blog><access><article><free><one><post> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
100% match
· <shaders><blog><access><article><blending><covers><free><length> - 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
· <intermediate><blog><access><article><distance><field><free><sdf> - Your First Shader from ZERO in Godot 4
GDQuest beginner tutorial that teaches writing a first 2D fragment shader in Godot 4 by building an animated portal effect step by step.
100% match
· <shaders><aimed><animated><covers><familiarity><fragment><shader><shapes> - Inigo Quilez - Articles
A large collection of written tutorials on procedural noise, raytracing, SDFs, distance functions, intersectors, voxels, and compression.
90% match
· <math><shaders><intermediate><blending><distance><formulas><gradients><reference> - Egor Nikolaev - Production Notes
Technical-art blog with Unity production notes, scene readability breakdowns, OKlab color analysis, and URP diagnostic workflows.
73% match
· <shaders><intermediate><blog><color><free><oklab><practical> - The formula for a good water shader for games in Unreal 4
Medium article on a practical stylised lake water shader in UE4 using Single Layer Water, animated normals, Fresnel refraction, and intersection foam.
73% match
· <shaders><intermediate><blog><animated><distance><practical><shader><single> - 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.
60% match
· <math><intermediate><blog><derives><diagrams><field><screen> - The mathematical beauty of hyperbezier curves
Linebender post proposing hyperbezier curves as a curve family that can replace cubic Béziers in 2D vector design.
58% match
· <math><blog><aimed><compares><derives><post> - Curvature Beziers
Technical post on editing cubic Bézier splines with curvature handles instead of classic tangent lengths.
58% match
· <math><blog><derives><diagrams><post><technical>