- IBL Optimization Study III: Shared memory and Latency Hiding
IBL Optimization Study III: Shared memory and Latency Hiding is the third Technik blog post by Carmelo J Fernandez-Aguera Tortosa optimizing GGX specular prefiltering for…
100% match
· <optimization><shaders><advanced><blog><loop><profiler><samples><shader> - Runtime Mipmap Generation
Runtime Mipmap Generation is a February 2026 blog post by Ignacio Castano on generating mipmaps at runtime in spark.js instead of shipping precomputed chains with compressed…
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· <optimization><shaders><advanced><blog><fragment><offline><runtime><shader> - Normal Map Compression Revisited
Normal Map Compression Revisited is a February 2026 blog post by Ignacio Castaño on practical normal-map encoding for spark.js and web 3D pipelines, with notes that also apply to…
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· <optimization><shaders><advanced><blog><maps><normals><shader><space> - Simple Terrain Auto Material - Terrain Shaders - Episode 14
Simple Terrain Auto Material - Terrain Shaders - Episode 14 is a Ben Cloward tutorial on building slope-based terrain auto materials in Unity Shader Graph and Unreal.
It shows a…
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· <shaders><graph><material><rock><samples><shader><triplanar><unity> - Eliminate Slope Stretching - Terrain Shaders - Episode 8
Eliminate Slope Stretching is episode 8 of Ben Cloward's terrain shaders series.
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· <shaders><graph><material><normals><shader><texture><triplanar><unity> - Terrain Tiling Break-Up - Terrain Shaders - Episode 4
Terrain Tiling Break-Up - Terrain Shaders - Episode 4 is a Ben Cloward YouTube tutorial in his Terrain Shaders series on reducing obvious texture repetition on large terrain…
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· <shaders><graph><material><normals><samples><shader><texture><unity> - Unpacking Terrain Textures - Terrain Shaders - Episode 2
This Ben Cloward YouTube tutorial is episode 2 of a Terrain Shaders series for Unity and Unreal.
90% match
· <shaders><graph><material><normals><samples><shader><texture><unity> - 5 Ways To Make An Awesome Skybox In Unity
This Game Dev Guide YouTube tutorial, hosted by Matt, shows five practical ways to author custom skyboxes for Unity instead of using the default sky material.
Approaches include…
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· <shaders><graph><material><procedural><shader><stylized><texture><unity> - Benchmarking GPU pipeline stages
The work measures isolated rendering pipeline stages with a custom Unity 6000.2.9 engine loop, custom render pipeline, DX12, and the DXC shader compiler instead of profiling a full production scene.
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· <optimization><shaders><advanced><blog><mroz><loop><nsight><procedural> - Lighting mannequin
Lighting Mannequin is an October 2025 production blog post by Peter Strahle on lighting workflows for the Quest 2 multiplayer VR title Mannequin.
It covers readable path…
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· <optimization><advanced><blog><authoring><budgets><loop><mobile><samples> - 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.
83% match
· <optimization><advanced><blog><mroz><graph><lightweight><profiler><shader> - 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.
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· <optimization><shaders><blog><mroz><disk><nsight><procedural><shader> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
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· <shaders><blog><loop><material><procedural><samples><space><texture> - Moving Scaling and Rotating UVs in Godot Shaders | Tutorial
A Binbun3D Godot shader tutorial (part 2 of a UV series) on moving, scaling, and rotating texture coordinates in canvas_item fragment shaders.
It continues a basic…
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· <shaders><blog><fragment><material><samples><shader><static><texture> - 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><advanced><blog><fragment><loop><material><shader><static> - Edge detection outlines (Alexander Ameye)
Alexander Ameye's December 2024 note shows screen-space edge detection outlines for Unity 6 and Unity 2022.3+ on URP, citing stylized games such as Mars First Logistics and Rollerdrome.
A ScriptableRendererFeature adds a full-screen pass (Execute on 2022, Render Graph on Unity 6) and a Hidden/Edge Detection HLSL shader.
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· <shaders><advanced><blog><detection><edge><graph><normals><shader> - 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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· <shaders><blog><graph><samples><shader><space><texture><unity> - Shoreline Shader Breakdown (Cyanilux)
Shoreline Shader Breakdown is a December 2024 Cyanilux post merging earlier shoreline water threads into one stylized coast tutorial for Unity URP Shader Graph.
It compares depth-texture versus UV shoreline meshes, then walks approaching wave lines, synced swash motion, Voronoi on the swash, and wet-sand darkening via low-alpha blending.
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· <shaders><blog><edge><graph><material><shader><texture><unity> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
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· <shaders><blog><graph><samples><shader><space><texture><unity> - keijiro GitHub - DepthInverseProjection
Keijiro Takahashi’s DepthInverseProjection utility reconstructs view/world positions from depth buffers in Unity - foundation for screen-space effects, fog, and post processing.
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· <shaders><graph><samples><shader><space><texture><unity>