- 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><advanced><blog><free><including><notes><paywall> - 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><advanced><blog><about><deep><free><paywall> - Local UVs for Sprites in Sprite Sheet/Atlas (Cyanilux)
Unity shader techniques for per-sprite 0-1 UVs when sprites live in sheets or atlases: C# UV remap with Shader Graph/HLSL, plus URP object-space and renderer-bounds alternatives.
100% match
· <code><shaders><blog><atlas><free><order><paywall><post> - 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><blog><channel><control><free><lines><paywall><sdf> - 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
100% match
· <shaders><blog><access><article><free><paywall><post><programmers> - 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><about><access><article><free><gpu><oriented> - A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
100% match
· <blog><access><article><free><paywall><programmers><real><shader> - Alexander Ameye
's blog at ameye.dev (alexanderameye.github.io) is a static Eleventy site documenting Unity graphics engineering experiments.
Sixteen indexed notes explain URP scriptable render passes, Shader Graph stylized water, realtime caustics, cavity and halftone effects, hemisphere sampling, holographic cards, and several outline methods.
100% match
· <shaders><blog><about><access><article><free><paywall><programmers> - Harry Alisavakis
ShaderQuest walks from 3D mesh concepts through ShaderLab, URP and built-in pipeline examples, syntax, colors, and shaping functions, with updating GitHub sample projects.
100% match
· <shaders><blog><access><article><free><paywall><programmers><real> - Inigo Quilez
's site is the written-tutorial archive for graphics, maths, fractals, and demoscene work, with links to videos, Shadertoy shaders, and utilities.
100% match
· <shaders><advanced><blog><access><article><free><math><paywall> - 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><article><free><paywall><programmers><real><sdf> - MinionsArt
Filters tag Built-in RP, URP, Shader Graph, Godot, textures, and asset packs.
100% match
· <shaders><blog><access><article><free><paywall><programmers><real> - 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><blog><access><article><free><paywall><programmers> - 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.
100% match
· <blog><about><access><article><free><paywall><programmers><real> - Procedural Skybox Shader (Kelvin van Hoorn)
Kelvin van Hoorn’s procedural skybox shader tutorials build stylized atmospheric gradients and clouds inside Unity Shader Graph / HLSL, tuned for art-directable time-of-day without baked cubemaps.
Walks through noise layers, sun disc, horizon fades, and parameterization for gameplay-driven weather.
100% match
· <shaders><blog><access><article><free><paywall><programmers><real> - Anatomy of a Texture
Deep dive into modern GPU texture memory layout through the lens of cross-platform texture conversion.
98% match
· <code><advanced><blog><deep><dive><gpu><memory><need> - The blog at the bottom of the sea
Alan Wolfe's blog on graphics programming, blue noise, sampling, path tracing, GPU sorting, and game-dev math.
96% match
· <shaders><blog><advanced><curve><curves><deep><real><sdf> - The quest for very wide outlines (Ben Golus)
Ben Golus documents techniques for very wide screen-space or mesh outlines in Unity - scaling edge detection, depth/normal sensitivity, and mitigating artifacts when outline width
96% match
· <shaders><blog><access><article><free><paywall><programmers><real> - Euri Herasme
's site is the portfolio of technical artist Euri Gilberto Herasme Cuevas, focused on real-time graphics, XR, and visual teaching.
90% match
· <blog><access><article><free><paywall><programmers><real><time> - Gentle Introduction to Realtime Fluid Simulation for Programmers and Technical Artists (Shahriar Shahrabi)
Shahriar Shahrabi's October 2021 Medium tutorial explains real-time grid fluid simulation for programmers and technical artists with geometric intuition rather than dense Navier-Stokes notation.
90% match
· <blog><access><article><free><paywall><programmers><real><time>