- 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,
81% match
· <shaders><actually><based><effect><far><source><via> - 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.
71% match
· <shaders><intermediate><based><bloom><effect><space><via> - 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…
71% match
· <shaders><intermediate><based><effect><physically><source><via> - How to optimize your Niagaras - Paweł Charzyński || 11Bit Studios ||
How to optimize your Niagaras is a Game Industry Conference 2024 talk by Pawel Charzynski of 11Bit Studios on Unreal Engine Niagara VFX optimization from Frostpunk 2…
71% match
· <shaders><intermediate><effect><patterns><points><systems><via> - The Magnetic Shadow Effect
A Minute Physics educational video by Henry Reich explaining the so-called magnetic or blistering shadow effect.
71% match
· <math><video><diffraction><effect><explainer><far><field> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
65% match
· <intermediate><based><effect><source><tool><works> - Filtering -vs- Graphics Round 2
[video] Filtering -vs- Graphics Round 2 is a roughly 26-minute YouTube talk by Neokineogfx that continues an earlier filtering-versus-graphics discussion with a focus on…
65% match
· <math><shaders><intermediate><based><image><points><space> - Video Game Blurs (and how the best one works)
Video Game Blurs (and how the best one works) is an interactive graphics article on FrostKiwi's Secrets that teaches realtime blur algorithms in the browser with WebGL demos,…
65% match
· <math><shaders><intermediate><bloom><patterns><source><works> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
60% match
· <shaders><intermediate><video><source><space><systems><via> - Advanced Physically Based Rendering With ClearCoat
This OGLDEV YouTube video continues an advanced glTF physically based rendering series by adding the Khronos Clear Coat material extension.
60% match
· <shaders><intermediate><video><based><patterns><physically><source> - Sprite Glow/Outline Shader Breakdown (Cyanilux)
Sprite Glow/Outline Shader Breakdown is a March 2020 Cyanilux article for URP Shader Graph on 2D sprites.
58% match
· <shaders><intermediate><based><effect><field><works> - 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.
58% match
· <shaders><intermediate><based><field><space><via> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
58% match
· <shaders><intermediate><based><field><space><via> - Porting Shader Code from Built-in RP to LWRP (johnsietsma, Oct 2018)
Historical but still cited for understanding BiRP→URP migration pain points and shader rewrite checklists.
58% match
· <shaders><intermediate><based><open><physically><source> - I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) is a YouTube technical overview by Mike Turitzin of a solo-built engine focused on high-fidelity editable…
58% match
· <math><video><based><field><systems><via> - On Shaping Light
On Shaping Light is a June 2025 tutorial article by Maxime Heckel on combining post-processing with volumetric raymarching to build real-time light shafts for React Three Fiber…
58% match
· <shaders><intermediate><effect><far><space><via> - Adobe's reference implementation of the OpenPBR BSDF
Adobe's reference implementation of the OpenPBR BSDF is an open GitHub repository publishing the OpenPBR 1.1.1 material model extracted from Adobe's Eclair renderer as portable…
56% match
· <shaders><open><points><source><via> - Mixture
Blend of Substance-like workflow with Unity integration; active open-source development on GitHub.
52% match
· <intermediate><based><open><source><tool> - AMD DGF: An Open Geometry Compression Standard
AMD GPUOpen overview of Dense Geometry Format (DGF) as an open block-based geometry compression approach for dense ray-traced content.
52% match
· <intermediate><based><open><points><source> - Fast and Gorgeous Erosion Filter
Fast and Gorgeous Erosion Filter is a technical blog article by Rune Skovbo Johansen.
Blog post on a GPU-friendly procedural erosion filter that adds branching gullies and…
52% match
· <math><shaders><intermediate><based><points><source>