- 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.
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· <code><assume><free><objects><programmers><scene><screen><shader> - 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.
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· <code><access><basic><free><programmers><screen><shader><want> - 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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· <basic><earlier><free><practical><scene><screen><shader><want> - Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
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· <access><already><basic><free><matches><programmers><shader><texture> - Constraint-Based Tile Generators (BorisTheBrave)
Constraint-Based Tile Generators is BorisTheBrave's October 2021 survey unifying WaveFunctionCollapse and Model Synthesis as constraint-based tile generators that fill a grid under hard local rules.
Boris organizes variants by model (adjacency versus overlapping patches), constraint inference from samples, labels, or tile borders, solvers from arc consistency to Z3, cell and tile heuristics, contradiction handling, and non-square grids.
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· <access><all><basic><class><free><practical><programmers><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><aimed><all><beginners><device><free><programmers><screen> - 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.
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· <code><access><all><free><programmers><shader><walks><want> - 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><all><array><basic><big><class><device> - My take on shaders : Parallax effect (part 1) (Harry Alisavakis)
Harry Alisavakis posted this in February 2019 as part one of a two-part Unity parallax tutorial.
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· <access><beginners><big><free><programmers><shader><texture><want> - Raymarching Distance Fields : Concepts and Implementation in Unity (Adrianb)
Adrian Biagioli’s 2016 writeup introduces raymarching signed distance fields entirely in a Unity screen-space image effect on a full-screen quad - no mesh geometry per object.
Covers view-frustum ray setup, analytic SDF composition, march loops, basic lighting, and depth-buffer occlusion against traditional mesh renderers.
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· <access><free><objects><programmers><scene><screen><shader><single> - Andicraft GitHub - VolumetricFog-URP2022
Andicraft’s VolumetricFog-URP2022 repository implements a URP-compatible volumetric fog effect for Unity 2022-era pipelines, with sample scene and shader/renderer setup.
Documen
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· <access><all><free><scene><shader><source><useful><want> - Kink3d GitHub - kMirrors
Kink3d’s kMirrors offers planar reflection rendering helpers for Unity - extra cameras, render textures, and shaders to fake mirrors on flat surfaces.
Documents performance cost
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· <access><free><scene><shader><single><source><useful><want> - From OpenGL to Vulkan
Short conceptual guide comparing OpenGL habits with Vulkan's explicit model, based on porting a basic engine.
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· <code><beginner><aimed><basic><descriptor><device><know><programmers> - 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><basic><beginners><episode> - 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><series><walks> - Versors, rotors, and spinors | Geometric algebra episode 14
Episode 14 of the All Angles geometric algebra series explaining versors, rotors, and spinors via the sandwich product of reflections and rotations.
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· <video><all><already><earlier><episode><episodes><followed><objects> - Rotations | Geometric algebra episode 13
Episode 13 of the All Angles geometric algebra series deriving rotations as two successive reflections via the sandwich product, introducing rotors and angle doubling.
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· <video><all><already><earlier><episode><episodes><followed><introducing> - A silly diffuse shading model
A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early…
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· <author><basic><free><know><matches><programmers><shader><single> - Getting started with BGFX
[video] Getting started with BGFX is a YouTube playlist by Game Coder Nz that walks through the bgfx cross-platform rendering library from a blank project to basic 3D and UI…
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· <code><beginner><video><basic><class><episode><episodes><free> - 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…
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· <video><access><already><episode><following><free><materials><series>