- 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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· <based><caustics><free><link><project><sample><scene><space> - 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><advanced><access><covers><free><need><real><time> - 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><based><free><generation><last><real><similar><tile> - 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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· <advanced><builds><notes><real><result><sample><sampling><space> - 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><free><project><real><result><similar><time> - 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><access><based><bounds><covers><frame><free> - 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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· <abstract><access><based><free><generation><need><notes><project> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
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· <abstract><accessible><appear><free><link><need><page><similar> - 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.
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· <based><covers><link><need><page><sample><sampling><space> - Portals Series (Daniel Ilett)
Daniel Ilett’s multi-part portal series recreates Spyro-style skybox gates and full Portal-like rendering in Unity, covering stencil buffers, oblique projection matrices, momentum
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· <access><based><free><manifold><project><real><similar><space> - 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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· <advanced><access><covers><free><real><scene><space><time> - Rendering Realtime Caustics (Alexander Ameye)
Alexander Ameye documents a Unity real-time caustics approach using projected textures or light cookies combined with depth-aware sampling, building on his render-feature tutorials.
Explains artist controls, performance pitfalls, and when to fake caustics versus offline path tracing.
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· <access><caustics><free><method><real><result><scene><space> - ccontinisio GitHub - Toon Shader for Unity
Community learning repo - not official Nintendo content - showing how artists approximate rim-lit cel shading with HLSL/Shader Graph era tools.
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· <access><free><link><page><path><sample><time><useful> - Unity GitHub - URP ShaderLibrary
URP ShaderLibrary folder in Unity Graphics repo contains shared HLSL includes - Lighting, BRDF, shadows, and core math used by URP Lit/Unlit shaders.
Authoritative reference whe
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· <access><free><link><page><path><sample><time><useful> - Unity GitHub - URP Shaders
URP Shaders directory under Unity Graphics provides default Lit, Unlit, Particles, and utility passes shipping with Universal RP.
Template source for pass names, CBUFFER layouts
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· <access><free><link><page><path><sample><time><useful> - Zalo GitHub - Math Utilities
Engine-agnostic numerics with MIT-style licensing typical of small utility repos (verify LICENSE file).
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· <code><access><free><last><sample><similar><space><time> - Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering
Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering presents anisotropic Gabor kernels as an alternative to Gaussian primitives for volumetric path tracing,…
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· <code><math><advanced><paper><accessible><last><link><page> - TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields
TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields introduces a generative method that synthesizes nearest-vertex vector fields over…
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· <code><math><advanced><paper><accessible><covers><interactive><last> - Compact Neural Appearance Models for Efficient Gaussian Splatting
Compact Neural Appearance Models for Efficient Gaussian Splatting.
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· <advanced><paper><accessible><against><last><link><lower><per> - DLSS 5: Generative Neural Rendering
DLSS 5: Generative Neural Rendering.
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· <advanced><paper><accessible><frame><last><link><real><space>