- Writing Shader Code in Universal RP (v2) (Cyanilux)
Writing Shader Code in Universal RP (v2) is Cyanilux's ShaderLab and HLSL guide for Unity URP (2021, updated 2022).
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· <code><shaders><advanced><between><each><explains><frame><free> - 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.
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· <shaders><about><access><also><free><gpu><real><still> - 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><shaders><advanced><access><between><free><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.
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· <code><shaders><about><access><alexander><also><free><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.
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· <access><experiment><free><include><real><technique><time><written> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
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· <advanced><access><between><each><free><real><time><visible> - 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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· <shaders><advanced><also><notes><practitioners><ray><real><time> - Deus Ex - Alpha Terrain (Simonschreibt)
Simon Schreibt's May 2023 post on simonschreibt.de explains terrain blending in Deus Ex: Mankind Divided, where Prague levels hide harsh cuts where props meet ground.
Opaque geometry renders first, then flat translucent terrain depth-fades toward surfaces beneath.
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· <about><access><between><each><free><real><time><written> - Textures for VFX - Database (Simon Trümpler / Simonschreibt)
Simon Trümpler’s Notion database “Textures for VFX” catalogs reference photos and texture resources for visual effects work - splashes, debris, gradients, and practical elements.
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· <access><footage><free><real><recording><time><video><written> - Coding Adventure: Simulating Smoke
This YouTube Coding Adventure video by Sebastian Lague builds a grid-based smoke simulation from first principles as one episode in the Coding Adventures series.
It covers…
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· <code><video><already><debug><demos><free><full><showing> - 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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· <shaders><about><between><follow><fps><free><notes><short> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits.
It…
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· <code><shaders><about><cost><earlier><free><gpu><real> - Reinforcement Learning 04 : Motion Fields For Interactive Character Animation
Reinforcement Learning 04 : Motion Fields For Interactive Character Animation is a YouTube implementation talk on the Animation Tech channel where Jerome rebuilds ideas from the…
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· <code><advanced><video><between><demos><free><implementation><states> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
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· <code><shaders><advanced><free><full><lighting><notes><real> - Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed
Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed is a Digital Foundry YouTube investigation by Alex comparing Switch 2 temporal reconstruction…
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· <optimization><video><between><claims><cost><earlier><frame><free> - Realtime Raytracing in Bevy 0.17 (Solari)
Realtime Raytracing in Bevy 0.17 (Solari) is a September 2025 engineering blog post by jms55 on experimental hardware raytracing in Bevy 0.17 through the Solari plugin.
It gives…
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· <code><optimization><shaders><advanced><explains><follow><frame><free> - Bezier Curve as Easing Function In C++
Bezier Curve as Easing Function In C++ is a September 2025 guest post by Łukasz Izdebski Ph.D.
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· <code><cost><earlier><free><notes><real><stable><time> - Introducing MiniDXNN: MLP library for DirectX 12
AMD GPUOpen announcement of MiniDXNN, an MLP inference library built natively for HLSL and DirectX 12 using cooperative vector APIs on Radeon matrix cores.
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· <code><shaders><accelerated><hardware><radiance><real><time><without> - Realtime Raytracing in Bevy 0.20 (Solari)
Technical write-up of Solari, Bevy's realtime path tracer, covering the Bevy 0.20 rewrite.
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· <code><optimization><shaders><advanced><cpu><implementation><lighting><tracer> - Moving Mobile Graphics
Arm Community hub by Sam Martin for the recurring SIGGRAPH Moving Mobile Graphics half-day course, collecting slides and recordings from 2015 through 2026.
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· <code><gpu><moving><practitioners><real><time>