- 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><aware><covers><free><real><terrain><terrains> - 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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· <constraints><free><last><procedural><real><tile><tiles><time> - 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><helps><large><local><procedural><real><tiled><time> - 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><free><full><graph><includes><project><real><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><boundary><covers><free><last><main><multi> - 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><free><images><procedural><project><real><time><without> - 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><free><helps><link><page><view><without> - 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><covers><fields><free><full><real><surfaces><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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· <free><goal><graph><method><pipeline><real><time><working> - Stylized Water Shader (Alexander Ameye)
Alexander Ameye’s stylized water shader note documents a URP-oriented water material: depth-based coloring, foam, waves, and art-directable parameters for low-poly or stylized scen
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· <free><goal><graph><includes><pipeline><real><time><working> - Cyanilux GitHub - Shader Graph Variables
ShaderGraphVariables by Cyanilux provides editor tooling or samples for managing Shader Graph blackboard variables consistently across graphs - reducing magic strings and duplicate
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· <free><graph><includes><link><local><main><time><useful> - Kink3d GitHub - kDecals
Kink3d’s kDecals library implements deferred and forward decal projection systems for Unity with material blending and depth rejection rules.
Provides runtime components and sha
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· <free><graph><pipeline><project><runtime><time><useful><via> - 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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· <free><graph><large><local><pipeline><project><surfaces><time> - phi-lira GitHub - Custom SRP Template
Educational stepping stone before customizing URP/HDRP or writing company-specific renderers.
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· <advanced><free><graph><includes><local><pipeline><project><time> - phi-lira Gist - URP PBR Template
Paste starting point for programmers who need PBR compliance without Shader Graph overhead or black-box generated code.
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· <free><graph><link><page><pipeline><time><useful><without> - 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><continuous><fields><gaussian> - 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><aware><covers><fields> - Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds.
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· <code><math><advanced><paper><accessible><last><link><real> - A Texture Lookup Approach to Bézier Curve Evaluation on the GPU
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU is Muhammad Anas and Alan Wolfe's JCGT paper presenting a texture-based GPU method that evaluates Bézier curves…
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· <code><math><advanced><paper><accessible><last><link><method> - Real-Time Level-of-Detail Rendering with ReSTIR
Real-Time Level-of-Detail Rendering with ReSTIR presents a surface point mapping that keeps ReSTIR spatiotemporal sample reuse valid when geometric LoD switches change mesh…
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· <code><advanced><paper><accessible><last><link><lod><presents>