- Fog Plane Shader Breakdown (Cyanilux)
Shader Graph tutorial for unlit fog planes on quads that sample scene depth for vertical fog and doorway fades, with simple and accurate reconstruction paths in Unity URP.
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· <blog><fake><fog><free><games><light><post><screenshots> - Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF.
One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion.
The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
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· <blog><article><artists><free><friendly><mobile><post><reflections> - 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><blog><article><artists><covers><free><fully> - 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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· <blog><article><driven><fog><form><free><lighting><long> - 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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· <blog><advanced><article><cover><fog><games><loop><materials> - 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><blog><article><artists><case><free><games><post> - 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><blog><article><artists><baked><covers><cpu> - Fast Subsurface Scattering (John Austin, May 2020)
John Austin's May 2020 johnaustin.io post adds subsurface scattering to Unity's Universal Render Pipeline for a soft Oculus Quest VR look under tight mobile fill-rate limits.
Instead of deferred light-buffer blur, he uses forward wrapped diffuse from a Journal of Graphics Tools paper, with Valve-style wrapping, normalization, and a custom HLSL LightingSubsurface pass.
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· <blog><article><artists><fast><free><lighting><materials><quest> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
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· <blog><article><artists><free><games><gpu><mobile><post> - My take on shaders : Interior Mapping (Harry Alisavakis)
Interior mapping suggests rooms behind flat window quads without extra geometry, a parallax-family facade trick.
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· <blog><article><artists><case><free><geometry><post><technical> - Shader Graph Baked Rigidbody Animation using Vertex Animation Textures (Vadim, Sept 2019)
Kaburgan's Sept 2019 Story Programming piece bakes rigidbody VAT in Unity 2019.2 LWRP Shader Graph 6.9 without external DCC tools.
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· <blog><article><artists><baked><free><games><gpu><mobile> - GPU memory management in AnKi
AnKi 3D Engine blog post on how GPU memory management evolved from custom VkDeviceMemory suballocation through GPU-driven rendering and a render-graph to placed/committed…
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· <code><optimization><advanced><blog><driven><geometry><gpu><post> - Precise lighting control in diffusion models by drawing shadows
Precise lighting control in diffusion models by drawing shadows is a recorded talk by Frédéric Fortier-Chouinard, presented at Voxel51.
Talk by Frédéric Fortier-Chouinard on…
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· <advanced><artists><free><lighting><process><shadows><title><useful> - Micropolygon Rendering in Anvil
Micropolygon Rendering in Anvil is a recorded talk by Lionel Berenguier, Jack Minnetian, presented at GDC Vault.
GDC Vault talk on Ubisoft's Micropolygon virtualized geometry…
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· <code><optimization><advanced><driven><geometry><gpu><shadows><title> - Fitting Code Driven Displacement Revisited
Fitting Code Driven Displacement Revisited is a February 2026 technical article by Daniel Holden deriving closed-form links between critical spring-damper character motion and…
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· <code><advanced><blog><article><driven><form><free><friendly> - The Road to Substance Modeler: VR Roots, Desktop Reinvention
The Road to Substance Modeler: VR Roots, Desktop Reinvention is a January 2026 retrospective by Davide Pesare on leading Adobe Substance Modeler after its move from Oculus…
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· <blog><artists><form><free><later><long><post><technical> - Vulkanised 2026
Vulkanised 2026 is the eighth Khronos-organized Vulkan developer conference, held 9-11 February 2026 at Qualcomm in San Diego, followed by the colocated Shading Languages…
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· <code><case><driven><gpu><mobile><page><quest><useful> - Introducing Eyot - A programming language where the GPU is just another thread
Introducing Eyot - A programming language where the GPU is just another thread is a March 2026 announcement by Duncan Steele of Cowley Fornia Studios for Eyot, an early-stage…
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· <code><blog><cpu><free><games><gpu><page><production> - GTC 2026
Landing page by Jendrik Illner for NVIDIA GTC 2026, noting the conference runs March 16-19 and presents generative AI and NVIDIA technology updates.
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· <contact><covers><form><free><gpu><page><rules><short> - 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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· <blog><article><covers><free><need><october><path><post>