- Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
100% match
· <general><blog><artists><examples><matrices><modern><pipelines><technical> - Custom Post Processing in URP / Unity 2021.3 (Febucci)
Federico Bellucci's May 2022 Febucci article covers custom post-processing in Unity URP on Unity 2021.x (URP 12.1.5), when volume-backed custom effects lacked clear docs.
100% match
· <shaders><intermediate><blog><artists><custom><examples><passes><pipelines> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
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· <shaders><blog><artists><culling><custom><examples><fragment><frustum> - Blur Renderer Feature Example/Template for URP / Unity 2021.2 (Alexander Ameye)
Custom Render Passes in Unity is Alexander Ameye's July 2021 ameye.dev note on URP ScriptableRendererFeature and ScriptableRenderPass boilerplate, heavily commented where Unity SRP documentation still feels sparse.
The sample applies a two-pass box blur: blit camera color to a temporary buffer, blur vertically then horizontally, with adjustable strength and downsampling.
98% match
· <shaders><intermediate><blog><artists><custom><passes><pipelines><technical> - Rendering Realtime Caustics (Alexander Ameye)
Alexander Ameye documents a Unity real-time caustics approach using projected textures or light cookies combined with depth-aware sampling, building on his render-feature tutorials.
Explains artist controls, performance pitfalls, and when to fake caustics versus offline path tracing.
98% match
· <shaders><intermediate><blog><artists><custom><pipelines><technical><world> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
98% match
· <shaders><intermediate><blog><noise><passes><pipelines><targets><technical> - 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.
93% match
· <general><blog><mroz><culling><custom><frustum><matrices><projection> - Modern rendering culling techniques
Modern rendering culling techniques is a technical blog article by Nikita Krupitskas.
Technical blog post by Nikita Krupitskas surveying culling techniques used in modern…
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· <intermediate><blog><culling><frustum><modern><pipelines><snippets><technical> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
90% match
· <shaders><intermediate><blog><passes><targets><technical><trails><vertex> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
90% match
· <shaders><intermediate><blog><artists><custom><noise><technical><world> - Implementing a foil sticker effect
Implementing a foil sticker effect is an August 2025 technical blog post by Nikolaos Papadopoulos on 4rknova.com showing a custom Three.js shader for peeling holographic foil…
85% match
· <shaders><intermediate><blog><controls><custom><fragment><noise><technical> - Stateless particles - rendering without a mesh
The GPU supplies only SV_VertexID and SV_InstanceID, and the vertex shader fabricates positions, UVs, and normals for each quad or triangle strip.
83% match
· <shaders><intermediate><blog><mroz><custom><instancing><noise><targets> - SSAO, Close Enough since 2007 | A Brief History
This YouTube video by Zenteon is a single talk surveying the history of screen-space ambient occlusion (SSAO) from its 2007 debut through modern variants.
It covers Crytek…
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· <shaders><intermediate><artists><modern><noise><sampling><ssao><technical> - Per Texel Lighting
Per Texel Lighting is a February 2026 technical blog post by Joshua Martinez explaining a Unity project that lights and shadows objects per texture texel instead of per…
81% match
· <shaders><intermediate><blog><fragment><pipelines><shadows><technical><world> - Reflective materials in Block Game
Reflective materials in Block Game is a January 2026 development blog post by Eniko Fox describing a high-level matcap-based reflection system in the author's Block Game…
81% match
· <shaders><intermediate><blog><noise><pipelines><sampling><snippets><targets> - The Art Of Packing Data
The Art Of Packing Data is a long technical blog post by redorav on The Code Corsair.
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· <shaders><intermediate><blog><custom><examples><snippets><technical><world> - The Art of Render Graphs
The Art of Render Graphs is a February 2026 technical blog post by Ali Elmorsy on designing a Vulkan render graph while building a game engine.
It defines a render graph as a…
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· <intermediate><blog><culling><examples><implementation><passes><shadows><technical> - Environment and Light in Godot: Setting Up For Photorealistic 3D Graphics
Environment and Light in Godot: Setting Up For Photorealistic 3D Graphics is a practical Godot tutorial by Karl Bittner on hexaquo that builds a reusable daytime photorealism…
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· <general><shaders><intermediate><blog><artists><controls><shadows><ssao> - From SDR to Fake HDR: Mario Kart World on Switch 2 Undermines Modern Display Potential
From SDR to Fake HDR: Mario Kart World on Switch 2 Undermines Modern Display Potential is a June 2025 technical critique by Alexander Mejia analyzing Mario Kart World's HDR…
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· <general><intermediate><blog><artists><lists><modern><technical><world> - Behind the Pretty Frames: PRAGMATA
Behind the Pretty Frames: PRAGMATA is a technical blog article by Muhammad.
GPU-capture frame breakdown of Capcom PRAGMATA on RE Engine under D3D12, tracing the render graph…
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· <shaders><blog><culling><modern><pipelines><snippets><technical>