SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
- Auto-discovered
Jarkko Lempiäinen
Visit resource ↗Description
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE is a SIGGRAPH Advances in Real-Time Rendering talk by Jarkko Lempiäinen of HypeHype on mobile-friendly many-light shading for a UGC platform.
It motivates bandwidth and tile-based mobile limits on low-end phones, contrasts tiled deferred scaling and bandwidth-heavy ReSTIR with per-tile stochastic light sampling shared across pixels for coherent pixel-shader evaluation. The talk covers unpredictable light spawning, kitbashed prefab lights, fp16-friendly design, and consistent quality from budget Android devices to high-end PCs.
It is for advanced real-time lighting engineers targeting mobile GPUs and UGC engines where artists cannot manually budget light counts.
Access is a free YouTube recording on the SIGGRAPH Advances in Real-Time Rendering channel.
It is useful as a production case study of stochastic tiled lighting tuned for tile GPUs rather than desktop ReSTIR-style pipelines.
Related resources
- VRAM bandwidth and its big role in optimization
It defines VRAM, the bus, and which shader and fixed-function paths stress bandwidth.
100% match · <optimization><shaders><bandwidth><contrasts><deferred><devices><limits><mobile> - A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
100% match · <access><artists><free><pipelines><real><shader><style><time> - 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.
100% match · <shaders><access><artists><free><friendly><mobile><pipelines><real> - 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.
100% match · <code><shaders><advanced><access><artists><covers><free><high> - Blur Renderer Feature Example/Template for URP / Unity 2021.2 (Alexander Ameye)
Custom Render Passes in Unity is Alexander Ameye's July 2021 ameye.dev note on URP ScriptableRendererFeature and ScriptableRenderPass boilerplate, heavily commented where Unity SRP documentation still feels sparse. The sample applies a two-pass box blur: blit camera color to a temporary buffer, blur vertically then horizontally, with adjustable strength and downsampling.
100% match · <code><shaders><access><artists><free><pipelines><real><shader> - Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
100% match · <shaders><access><artists><based><free><pipelines><pixel><real> - 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.
100% match · <access><artists><based><free><many><pipelines><pixels><real> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
100% match · <advanced><access><artists><free><pipelines><pixels><real><shader> - Cyanilux
(cyanilux.com) is Cyan's personal site for free Unity shader tutorials, organized into long-form Posts and effect-focused Breakdowns with expandable screenshots. Posts explain Shader Graph basics, depth, vertex displacement, custom URP renderer features, and render passes.
100% match · <shaders><access><artists><engines><free><pipelines><real><shader> - Deferred Shading (CatlikeCoding)
Rendering 13 on Catlike Coding is Jasper Flick's chapter on Unity deferred shading, part of the Built-in RP Rendering series (Unity 5.5).
100% match · <advanced><access><artists><deferred><free><pipelines><real><shading> - Edge detection outlines (Alexander Ameye)
Alexander Ameye's December 2024 note shows screen-space edge detection outlines for Unity 6 and Unity 2022.3+ on URP, citing stylized games such as Mars First Logistics and Rollerdrome. A ScriptableRendererFeature adds a full-screen pass (Execute on 2022, Render Graph on Unity 6) and a Hidden/Edge Detection HLSL shader.
100% match · <shaders><advanced><access><artists><based><free><many><pipelines> - 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.
100% match · <shaders><access><android><artists><free><lighting><pipelines><pixels> - GDC/ADDON 2022: How (not) to create Textures for VFX (Simon Trümpler / Simonschreibt)
Simon Trümpler's Simonschreibt page hosts his GDC 2022 Visual Effects Summit talk and an ADDON 2022 revision on VFX textures.
100% match · <access><artists><channel><free><pipelines><real><shader><talk> - Grass System (MinionsArt)
MinionsArt's Grass System page on minionsart.github.io indexes a Unity foliage toolkit whose tutorials and packages sit on Patreon.
100% match · <code><shaders><access><artists><free><pipelines><real><shader> - Lexdev
(lexdev.net) is an independent Unity shader and rendering tutorial site organized around game-inspired case studies and short basics articles. Featured walkthroughs include a Frostpunk heatmap with compute shaders, shader variants, and deferred shading; Civilization VI fog of war; Gears Hammer of Dawn; Overwatch-style shields; and UI background blur.
100% match · <code><shaders><advanced><access><artists><deferred><free><pipelines> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
100% match · <shaders><access><across><artists><free><high><many><mobile> - My take on shaders : Interior Mapping (Harry Alisavakis)
Interior mapping suggests rooms behind flat window quads without extra geometry, a parallax-family facade trick.
100% match · <shaders><access><artists><case><free><many><pipelines><real> - Parallax Mapping (CatlikeCoding)
Catlike Coding’s Rendering series part 20 adds parallax mapping to the custom “My First Lighting Shader” track (Unity 2017.1), closing the gap with Standard shader height features. Explains why normal maps alone lack view-dependent parallax, then implements offset mapping and ray-marched height-field intersection with adjustable step counts on a test quad. Builds on earlier parts (lighting, shadows, instancing).
100% match · <shaders><access><artists><free><high><pipelines><real><shader> - Part 2, Coloring Light as it passes through Stained Glass
Valerio Marty’s Medium follow-up extends his Unity volumetric light raymarch with stained-glass tinting via nested world-space rays and a custom depth buffer for non-shadow-casting glass. Each lit march step casts toward the sun, stepping through screen-space UVs to read a ScriptableRendererFeature depth pass (R8 linear camera distance).
100% match · <code><shaders><access><artists><free><light><pipelines><real> - Recreating Civ VI Fog of War Effect (Lexdev)
Lexdev’s case study rebuilds Civilization VI - style fog of war in Unity using shader tricks that hide unexplored terrain while keeping explored areas readable. Explains texture masks, blending, and map interaction constraints typical of 4X strategy cameras.
100% match · <code><shaders><access><artists><case><free><pipelines><real>