- Benchmarking GPU pipeline stages
The work measures isolated rendering pipeline stages with a custom Unity 6000.2.9 engine loop, custom render pipeline, DX12, and the DXC shader compiler instead of profiling a full production scene.
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· <optimization><shaders><advanced><benchmarks><gpus><hardware><nvidia><passes> - Cloud Shader Breakdown (Cyanilux)
Cyanilux Shader Graph tutorial for URP that builds animated cloud decks on a subdivided plane with layered world-space noise, vertex displacement, and depth-based fading at intersections.
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· <shaders><based><changing><free><full><link><much><read> - Crystal Shader Breakdown (Cyanilux)
A Cyanilux Shader Graph walkthrough for Unity URP that builds an unlit transparent crystal with object-space Y colour gradients, camera opaque-texture refraction, Fresnel opacity, and HDR glow for bloom.
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· <shaders><based><free><full><link><processing><read><shader> - 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.
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· <code><shaders><advanced><free><full><link><passes><read> - Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
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· <code><shaders><advanced><about><computer><free><full><link> - Dissolve Shader Breakdown (Cyanilux)
URP Shader Graph breakdown by Cyanilux on dissolve effects: Step and noise clip fragments with glowing edges, height-axis variants, and view-space UVs to reduce seam artifacts.
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· <shaders><across><based><free><full><link><pixel><read> - GPU Instanced Grass Breakdown (Cyanilux)
A Cyanilux URP breakdown on GPU-instanced grass: procedural draw APIs, structured buffers, Shader Graph instancing hooks, and optional indirect draws with compute frustum culling.
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· <shaders><free><full><gpu><link><read><shader><techniques> - Hologram Shader Breakdown (Cyanilux)
A Shader Graph breakdown for Unity URP holograms: world-space scanlines from sine or frac, Fresnel rim, HDR additive tinting, plus optional UV distortion and glitch for quads.
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· <shaders><based><free><full><link><pixel><read><shader> - Liquid Shader Breakdown (Cyanilux)
A May 2019 Unity URP Shader Graph breakdown that clips geometry by world height, fakes a liquid top with two-sided back faces, and adds foam plus optional sine wobble.
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· <shaders><based><free><full><link><pixel><read><shader> - Toon Glass Shader Breakdown (Cyanilux)
Toon Glass Shader Breakdown is a January 2020 Cyanilux Shader Graph post (updated October 2023) that fakes cartoon window glass: solid diagonal lines on a transparent quad that shift when the camera translates.
It uses an Unlit transparent surface with Offset, Scale Multiplier, A/B line-count, Line Width, and Line Alpha properties.
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· <shaders><across><free><full><link><read><shader><similar> - Ultraviolet Lights & Invisible Ink (Cyanilux)
Ultraviolet Lights & Invisible Ink (Dec 2023) is a Cyanilux blog tutorial on gpu-side hidden decals in Unity URP, inspired by UV fingerprint hunts and lens-of-truth style puzzles.
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· <shaders><across><based><free><full><link><path><read> - 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><advanced><paper><accessible><last><link><path><pdf> - DLSS 5: Generative Neural Rendering
DLSS 5: Generative Neural Rendering.
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· <optimization><shaders><advanced><paper><accessible><frame><gpus><guided> - A Generalizable Light Transport 3D Embedding for Global Illumination
A Generalizable Light Transport 3D Embedding for Global Illumination.
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· <code><advanced><paper><accessible><based><last><link><path> - Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds.
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· <code><optimization><advanced><paper><accessible><cost><gpus><last> - Variable rate ray tracing in call of duty: modern warfare 4
SIGGRAPH 2026 Advances in Real-Time Rendering slides by Michał Olejnik (Infinity Ward) on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4.
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· <code><optimization><advanced><budget><denoising><engineers><gpu><modern> - Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles
Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles is Bjorn Vermeersch's JCGT paper on parametric disc–square mappings that send…
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· <advanced><paper><accessible><based><benchmarks><jcgt><last><link> - GPU view-adaptive crack-free subdivision of Bézier surfaces
AMD GPUOpen article summarizing a Eurographics Symposium on Rendering 2026 paper on view-adaptive, crack-free subdivision of bicubic Bézier patches with GPU work graphs.
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· <code><advanced><amd><article><free><gpu><hardware><paper> - 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><advanced><paper><accessible><based><gpu><jcgt><last> - Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow
Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow is a paper by Haojie Jin, Fujia Su, Zehui Lin, Chenxiao Hu, Jierui Ren, Yuqing Yuan, Yanchen Zhang, Zhongtao…
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· <code><optimization><advanced><paper><accessible><last><link><real>