- Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
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· <code><access><between><free><games><programmers><single><texture> - 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
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· <earlier><free><image><practical><screen><textures><want><work> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
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· <access><after><aimed><beginners><between><free><programmers><screen> - 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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· <code><access><between><calculation><earlier><free><primary><programmers> - 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.
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· <access><aimed><beyond><free><practical><settings><source><texture> - 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.
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· <already><author><free><screen><textures><transfer><video><want> - Anthelmed GitHub - Unity-URP-Blurred-Buffer-Outlines
Anthelmed’s Unity-URP-Blurred-Buffer-Outlines repo demonstrates outline rendering via blurred G-buffer or color buffer passes in Universal RP.
Provides shader/renderer feature p
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· <access><between><free><settings><source><textures><useful><want> - Cyanilux GitHub - URP Blit Renderer Feature
URP_BlitRenderFeature demonstrates a ScriptableRendererFeature that performs full-screen blits in Universal RP - template for custom post effects, copying buffers, or chaining pass
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· <access><after><earlier><free><image><source><texture><useful> - ryanslikesocool GitHub - Mecanim2Texture
Mecanim2Texture (ryanslikesocool) bakes skeletal animation into textures for vertex-animation or GPU skinning style effects - related workflow to VAT for specific art styles.
Un
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· <access><following><free><source><texture><textures><useful><want> - Unity GitHub - URP Rendering Examples
UniversalRenderingExamples aggregates URP feature demos - outlines, decals, lights, and post effects - with staged “completed” scenes for learning renderer features incrementally.
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· <access><free><games><layout><loading><source><textures><useful> - Cyanilux Gist - Tex2DArray Creator
Cyanilux gist Tex2DArray Creator script helps build Texture2DArray assets in Unity from numbered slices - common for texture atlasing, terrain splats, and shader array sampling.
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· <access><count><free><loading><mipmap><source><texture><textures> - 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
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· <video><channel><episodes><free><screen><series><single><source> - Offscreen Rendering // Vulkan For Beginners #33
Episode 33 of OGLDEV’s Vulkan For Beginners series covering offscreen rendering for post-processing.
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· <code><beginner><video><ogldev><already><beginners><episode><following> - Perlin It In a Minute!
OGLDEV video on generating terrain heightmaps with Perlin noise in C++ for OpenGL or Vulkan using GLM's perlin function.
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· <code><video><ogldev><aimed><channel><following><generating><series> - MaterialX: The Past, Present and Future of Portable Materials
MaterialX: The Past, Present and Future of Portable Materials is a recorded talk by Alain Hostettler, presented at High-Performance Graphics (HPG).
HPG talk by Alain Hostettler…
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· <aimed><audience><author><beyond><detail><explanation><free><implied> - Precise lighting control in diffusion models by drawing shadows
Precise lighting control in diffusion models by drawing shadows is a recorded talk by Frédéric Fortier-Chouinard, presented at Voxel51.
Talk by Frédéric Fortier-Chouinard on…
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· <aimed><audience><author><beyond><detail><explanation><free><implied> - I3D 2026 Papers Preview
I3D 2026 Papers Preview is a recorded talk published on the I3D Symposium channel.
Short YouTube video from the I3D Symposium channel previewing papers presented at I3D 2026,…
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· <aimed><author><beyond><channel><detail><explanation><free><games> - How rendering changed | Sebastian Aaltonen
How rendering changed | Sebastian Aaltonen is a recorded talk by Sebastian Aaltonen, presented at Wookash Podcast.
Wookash Podcast interview with Sebastian Aaltonen on his…
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· <code><aimed><audience><author><beyond><detail><explanation><free> - Micropolygon Rendering in Anvil
Micropolygon Rendering in Anvil is a recorded talk by Lionel Berenguier, Jack Minnetian, presented at GDC Vault.
GDC Vault talk on Ubisoft's Micropolygon virtualized geometry…
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· <code><aimed><audience><author><beyond><detail><explanation><implied> - Raytracing Voxels in Teardown and Beyond
Raytracing Voxels in Teardown and Beyond is a recorded talk by Gabe Rundlett, Dennis Gustafsson, presented at Graphics Programming Conference.
Graphics Programming Conference…
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· <code><aimed><audience><author><beyond><detail><explanation><free>