- ldraw2houdini (GitHub)
Houdini tool to import LDraw LEGO parts - upstream dependency for the Tool Brick procedural pipeline.
100% match
· <advanced><library><catalog><import><open><package><pipeline><source> - 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
· <general><blog><catalog><cyanilux><developers><examples><free><graph> - 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
· <all><blog><catalog><cyanilux><developers><examples><free><graph> - 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
· <blog><catalog><create><cyanilux><developers><examples><free><graph> - 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
· <blog><catalog><cyanilux><developers><examples><free><graph><includes> - 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
· <advanced><asset><blog><catalog><custom><cyanilux><examples><free> - 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
· <advanced><blog><catalog><cyanilux><examples><free><graph><includes> - 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
· <blog><catalog><create><cyanilux><developers><examples><free><graph> - meshoptimizer - v1.2
meshoptimizer - v1.2 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.2 release notes introducing experimental MikkTSpace-based tangent frame generation,…
100% match
· <advanced><library><developers><linked><open><readme><repository><source> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
100% match
· <blog><developers><free><shader><source><update><useful><want> - Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10
Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10 is a technical blog article by Amar Patel.
DirectX Developer Blog announcing Agility SDK…
100% match
· <blog><developers><free><layout><shader><source><useful><want> - Partial Graphics Programs
Partial Graphics Programs is a technical blog article by Nada Ouf.
DirectX Developer Blog detailing Partial Graphics Programs in Agility SDK 1.721-preview: split pipeline…
100% match
· <advanced><blog><developers><free><pipeline><sample><shader><source> - Dual Contouring of Signed Distance Data
Dual Contouring of Signed Distance Data is a SIGGRAPH 2026 paper with a Columbia Graphics project page linking the PDF, source, and talk materials.
100% match
· <advanced><access><assets><before><linked><project><source><useful> - On Rendering the Sky, Sunsets, and Planets
On Rendering the Sky, Sunsets, and Planets is a technical blog article by Maxime Heckel.
Maxime Heckel write-up on implementing atmospheric scattering in the browser for…
100% match
· <blog><developers><examples><free><render><shader><source><time> - The cuda-oxide Book
The cuda-oxide Book is the online documentation for cuda-oxide, an NVIDIA Labs open-source Rust-to-CUDA compiler project.
Online book for cuda-oxide, a Rust-to-CUDA compiler…
100% match
· <contents><developers><free><online><open><project><source><useful> - Making cross-platform SIMD code pleasant
Making cross-platform SIMD code pleasant is a technical blog article by Branimir Karadžić.
Blog post by Branimir Karadžić on the typeless SIMD design in the bx library.
100% match
· <before><blog><developers><free><source><useful><want><without> - demote_tracker is a commandline utility to visualize demoted graphics card memory
demote_tracker is a commandline utility to visualize demoted graphics card memory is an open-source tool hosted on GitHub.
Tiny Win32 console utility that tracks GPU memory…
100% match
· <all><linked><open><readme><repository><source><useful><want> - Painting Holes in Terrain - Terrain Shaders - Episode 10
[video] Painting Holes in Terrain - Terrain Shaders - Episode 10 is a Ben Cloward tutorial on enabling terrain hole painting in custom Unreal landscape materials and Unity Shader…
100% match
· <access><custom><free><graph><settings><shader><useful><shadergraph> - Focus on Your Algorithm—NVIDIA CUDA Tile Handles the Hardware
This is an NVIDIA developer blog by Jonathan Bentz and Tony Scudiero introducing CUDA Tile in CUDA 13.1 as a virtual instruction set for tile-based GPU programming that abstracts…
100% match
· <before><blog><developers><free><includes><use><useful><without> - GSWT: Gaussian Splatting Wang Tiles
GSWT: Gaussian Splatting Wang Tiles presents a SIGGRAPH Asia 2025 method by Yunfan Zeng, Li Ma, and Pedro V.
100% match
· <advanced><free><graph><includes><local><pipeline><project><time>