- UnrealImporterRules-CPP (GitHub)
C++ reference implementation of configurable post-import validation and actions in Unreal, extended by Escape Asset Helper.
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· <code><advanced><library><assets><editor><flags><metadata><programmers> - 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><advanced><asset><custom><examples><free><full><objects> - 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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· <examples><free><full><objects><pairs><sample><value><written> - 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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· <article><creating><custom><data><engine><readers><sample><systems> - 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><article><creating><custom><examples><free><full><programmers> - 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><advanced><arrays><article><covers><custom><data><examples> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <article><data><diagrams><page><pairs><per><programmers><readers> - Inresin
Louis Waloschek's WordPress technical art blog: a small set of long Unity Built-In Render Pipeline tutorials rather than a formal curriculum.
Articles cover selective PPv2 effects by packing mask data into opaque shader alpha, stylized interior lighting faked with global position arrays and C# managers, and terrain-mesh blending through auxiliary cameras and replacement shaders.
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· <arrays><article><covers><editor><free><objects><programmers><written> - Realtime Raytracing in Bevy 0.18 (Solari)
Realtime Raytracing in Bevy 0.18 (Solari) is a December 2025 development post by jms55 on quality and performance work for Solari, Bevy's dynamic ray-traced lighting path planned…
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· <code><advanced><article><free><know><readers><snippets><useful> - No Graphics API
No Graphics API is a December 2025 long-form essay by Sebastian Aaltonen arguing that modern bindless GPUs no longer need the retained-mode complexity of DirectX 12, Vulkan, and…
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· <code><advanced><diagrams><examples><free><know><like><programmers> - OpenUSD Core Spec 1.0 is Here: Now We Need You
OpenUSD Core Spec 1.0 is Here: Now We Need You is an Alliance for OpenUSD blog post by Aaron Luk and Nick Porcino announcing ratification of the OpenUSD Core Specification…
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· <code><article><data><free><sample><types><useful><value> - MeshSplatting: Differentiable Rendering with Opaque Meshes
MeshSplatting: Differentiable Rendering with Opaque Meshes presents a mesh-based novel view synthesis method by Jan Held and collaborators that jointly optimizes geometry and…
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· <code><advanced><asset><assets><covers><engine><free><page> - Minimalist ray-tracing leveraging only acceleration structures
This is an AnKi 3D Engine blog post by Panagiotis Christopoulos Charitos on a lightweight potato-mode ray-tracing path using only acceleration structures and ray queries instead…
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· <code><advanced><covers><data><engine><free><full><programmers> - AMD GPU Debugger
AMD GPU Debugger is a December 2025 technical blog post by Abdelhadi on building an AMD GPU debugger outside ROCm, inspired by Marcell Kiss and limited tools such as rocgdb.
It…
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· <code><advanced><aimed><building><concrete><covers><free><know> - A series of tricks and techniques I learned doing tiny GLSL demos
A series of tricks and techniques I learned doing tiny GLSL demos is a December 2025 blog post by bµg about lessons from size-constrained GLSL demos after the earlier Red Alp…
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· <code><advanced><article><covers><free><know><page><readers> - Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder
Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder is a November 2025 Khronos blog by NVIDIA engineers…
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· <code><advanced><article><covers><diagrams><free><know><objects> - Better sRGB to greyscale conversion
Better sRGB to greyscale conversion is an October 2025 technical blog post on 30fps.net about converting gamma-encoded sRGB to greyscale without misusing Rec.
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· <article><covers><free><images><programmers><sample><useful><versus> - Reinforcement Learning 04 : Motion Fields For Interactive Character Animation
Reinforcement Learning 04 : Motion Fields For Interactive Character Animation is a YouTube implementation talk on the Animation Tech channel where Jerome rebuilds ideas from the…
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· <code><advanced><covers><data><field><free><programmers><separate> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <code><article><covers><designing><engine><explicit><free><full> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
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· <code><advanced><article><covers><free><full><page><programmers>