- 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><blog><features><free><newer><now><one><pipeline> - Intro to Shader Graph (Cyanilux)
Long-form Cyanilux primer on Unity Shader Graph: package and URP/HDRP setup, graph templates, the node editor, data types, previews, properties, keywords, and sub-graphs.
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· <blog><data><features><free><now><pipeline><post><rather> - Intro to the Shader Pipeline (Cyanilux)
Introductory Cyanilux blog post on Unity meshes, shader stages, render pipelines, materials, C# property setup, batching, and forward versus deferred paths.
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· <code><blog><data><free><model><pipeline><post><rather> - 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><blog><advanced><article><free><implement><need><one> - 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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· <general><intermediate><blog><advanced><article><data><forum><implement> - 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><intermediate><blog><article><features><free><membership><now> - 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><blog><article><call><data><free><model><need> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <intermediate><blog><article><follow><free><one><post><rather> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
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· <intermediate><blog><article><core><free><newer><pipeline><post> - The Perlin Problem: Moving Past Square Noise (NoisePosti.ng)
NoisePosti.ng article “The Perlin Problem” analyzes directional square artifacts in classic Perlin noise and motivates alternative gradient noise formulations for modern procedural
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· <general><intermediate><blog><article><domain><free><newer><now> - 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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· <general><intermediate><blog><data><features><free><one><pipeline> - The Unity Library (Stelabouras)
Stelabouras Unity Library (unity.stelabouras.com) is a curated searchable index of Unity tutorials, tools, creators, and graphics resources aggregated for quick discovery.
Commu
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· <general><intermediate><article><blog><contributors><data><free><post> - Computing Camera Rays
Computing Camera Rays is a technical blog article by Christoph Peters.
Blog post deriving camera-ray origin, direction, and far-plane length from a world-to-clip matrix so…
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· <code><blog><advanced><article><free><listing><one><post> - 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…
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· <intermediate><blog><announcement><article><free><listing><one><post> - Why does ASTC use ISE when almost nothing else does?
Why does ASTC use ISE when almost nothing else does? is a technical blog article by Fabian Giesen.
Technical blog explaining ASTC integer sequence encoding (trits and quints)…
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· <code><blog><advanced><article><free><listing><one><post> - Implicit Surface rendering for CAD
Implicit Surface rendering for CAD is a technical blog article by Francis Le Roy.
Long-form blog on interactively rendering arbitrary implicit surfaces in a CAD prototype…
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· <code><blog><advanced><article><free><listing><one><post> - 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…
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· <code><intermediate><blog><announcing><article><features><free><listing> - 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…
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· <code><blog><advanced><announcement><article><free><listing><one> - Floor and Ceil Versus Denormals on CPU and GPU
Floor and Ceil Versus Denormals on CPU and GPU is a technical blog article by Adam Sawicki.
Blog examining how floor and ceil behave on subnormal floats when platforms preserve…
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· <code><blog><advanced><article><free><listing><one><post> - 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.
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· <code><advanced><data><domain><engineers><listing><need><samples>