- Optimizing camera overhead to the absolute minimum
The motivating example renders waterfall occlusion with an orthographic depth texture and a shader that compares obstacle depth against surface positions.
100% match
· <blog><camera><depth><light><matrices><occlusion><projection><shader> - 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><intermediate><blog><developers><effect><free><only><scene> - 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><intermediate><blog><developers><effect><free><only><page> - 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><intermediate><blog><buffer><depth><developers><effect><free> - 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><between><cameras><developers><effect><free> - 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
· <code><shaders><blog><camera><free><scene><screen><shader> - Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
100% match
· <code><shaders><blog><between><buffer><camera><depth><far> - 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><developers><effect><free><position><post> - Part 2, Coloring Light as it passes through Stained Glass
Valerio Marty’s Medium follow-up extends his Unity volumetric light raymarch with stained-glass tinting via nested world-space rays and a custom depth buffer for non-shadow-casting glass.
Each lit march step casts toward the sun, stepping through screen-space UVs to read a ScriptableRendererFeature depth pass (R8 linear camera distance).
100% match
· <code><shaders><intermediate><blog><access><article><free><light> - Lightweight attention-based indirect illumination
AMD GPUOpen article on a lightweight attention-based neural model for real-time indirect illumination presented at SIGGRAPH 2026.
100% match
· <code><shaders><blog><article><combining><multi><real><screen> - Adding Native Gaussian Splatting Support to Three.js
Ben Houston blog post on contributing native Gaussian Splatting to Three.js with WebGPU/TSL, including SPZ v3/v4 loaders, a reusable GPU counting sort, and SH1–SH3 view-dependent…
100% match
· <code><blog><developers><post><projection><screen><space><three> - OpenGL Projected Textures Are Easier Than You Think!
OGLDEV tutorial on projected textures in OpenGL, building a projector matrix from view and perspective transforms and sampling with textureProj in the fragment shader.
100% match
· <code><shaders><intermediate><developers><far><geometry><ndc><perspective> - 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…
100% match
· <blog><already><direction><map><only><post><view><want> - Ultra-fast Screen-Space Refractions and Caustics via Newton's Method
Ultra-fast Screen-Space Refractions and Caustics via Newton's Method replaces standard screen-space ray marching with Newton's method root finding against G-buffer depth for…
100% match
· <code><shaders><buffer><depth><light><raymarching><screen><space> - Snowglobe Breakdown (Cyanilux)
Snowglobe Breakdown is a January 2023 Cyanilux post building a Unity 2021.3 LTS URP snowglobe with VFX Graph snow, Shader Graph lit particles, and a glass refraction shader.
VFX uses burst spawn, gravity, turbulence, and inverted Collide with Sphere.
98% match
· <shaders><intermediate><blog><developers><effect><free><setups><shader> - 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.
98% match
· <code><intermediate><blog><camera><diagrams><position><screen><space> - Shell texturing vs raymarching
Shell texturing re-renders meshes with normal offsets; raymarching marches rays inside a volume.
96% match
· <shaders><blog><depth><geometry><multi><rays><shader><stylized> - Rendering an OctMap
Khronos Vulkan sample that renders an Octomap occupancy map with GPU instancing and compares it to GLTF mesh and embedded Gaussian Splat views of the same scene.
96% match
· <code><intermediate><developers><map><multi><only><scene><shader> - A field guide to rendering: from triangles to Gaussians
Long-form field guide by Nikolaos Papadopoulos surveying how 3D scenes become pixels, framed as object-order versus image-order strategies.
96% match
· <code><blog><demos><form><long><map><raymarching><scenes> - The Book of Shaders
Gentle step-by-step guide to fragment shaders - shaping functions, patterns, image processing, simulation, and raymarching.
90% match
· <shaders><live><matrices><processing><raymarching><shaping><uniforms><glsl>