Neural Shading Course: Part 1 - Introduction
- Auto-discovered
NVIDIA Game Developer
Visit resource ↗Description
Neural Shading Course: Part 1 - Introduction is the opening NVIDIA Game Developer YouTube session of a course on neural and trainable shading inside real-time pipelines.
It frames fidelity limits after hardware growth slowed, defines neural shaders as trainable work that runs inside ordinary shading, compute, or ray-tracing passes, and discusses GPU neural accelerators via cooperative shaders in Vulkan and DirectX. Example problem areas include compression, materials, geometry, radiance caching, and path guiding.
The talk targets graphics engineers who already ship real-time renders. The introduction says prior optimization study is not required, though pipeline familiarity helps.
This part is a free YouTube lecture that opens a longer multi-hour course. Later segments are expected to deepen algorithms and tooling.
It helps you decide where trainable shaders fit before adopting new programming models, and how unused neural hardware flops can serve shading.
Related resources
- 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.
100% match · <code><shaders><example><free><later><passes><pipeline><prior> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs. It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects. Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
100% match · <shaders><before><free><game><gpu><introduction><models><pipelines> - 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 · <intermediate><after><before><free><new><pipelines><real><shaders> - 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><intermediate><before><developer><free><game><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><before><free><pipelines><problem><real><time> - 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><intermediate><before><example><free><introduction><passes> - 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
100% match · <shaders><intermediate><developer><fit><free><game><passes><pipeline> - 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><intermediate><already><before><free><models><pipelines><real> - 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 · <before><free><part><path><pipelines><real><shading><time> - 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><intermediate><before><free><game><materials><pipeline><pipelines> - GPUGems - Chapter 38. Fast Fluid Dynamics Simulation on the GPU
Harris's GPU Gems Chapter 38 explains fast, stable 2D fluid simulation on the GPU.
100% match · <intermediate><before><developer><free><gpu><nvidia><pipelines><real> - Impossible Geometry: Non-Euclidean Cubes
Alan Zucconi's 2015 Unity post opens his Impossible Geometry series on alanzucconi.com.
100% match · <intermediate><before><free><game><geometry><part><pipelines><real> - 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><before><compute><free><pipelines><real><time> - 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><intermediate><before><free><part><passes><pipelines> - Rendering Line Lights
Eric López’s article derives analytic shading for elongated line lights - treating luminous segments instead of point or area disks - in real-time renderers. Covers integration against BRDFs, energy considerations, and implementation notes useful for neon tubes, LED strips, and stylized fixtures.
100% match · <shaders><intermediate><before><free><game><pipelines><real><though> - Simon Trümpler / Simonschreibt
Simon Trümpler’s Simonschreibt.de is a long-running German/English technical art blog covering stylized environments, hand-painted texturing, Substance workflows, and shader-adjace
100% match · <intermediate><before><course><free><game><pipelines><real><time> - Opacity Micromaps: Smarter Shadows for the Real World
Introductory chapter of the Khronos Vulkan tutorial course on Opacity Micromaps for ray-traced shadows of alpha-tested foliage.
100% match · <code><intermediate><course><geometry><ray><real><runs><shaders> - Advanced Vulkan Compute: The Power of Parallelism
Introduction to the Khronos Advanced Vulkan Compute tutorial series for developers past basic compute shaders.
100% match · <code><compute><cooperative><familiarity><gpu><introduction><models><pipelines> - Advances in Real-Time Rendering in Games - 2026
Course site for the SIGGRAPH 2026 Advances in Real-Time Rendering in Games sessions, with talk abstracts and downloadable slides from studios including Activision, EA SEED, Sony,…
100% match · <code><shaders><course><engineers><include><path><pipelines><ray> - High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization
High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization presents a deferred software rasterization pipeline for real-time strand-based hair…
100% match · <code><hardware><pipeline><prior><real><shading><targets><time>