- Forcefield Shader Breakdown (Cyanilux)
Cyanilux URP Shader Graph forcefield: Fresnel edges, depth intersections, Scene Color refraction, noise distortion, and impact ripples via custom HLSL and C#.
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· <advanced><free><full><link><objects><rather><scene><version> - 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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· <advanced><covers><free><need><note><related><theory><version> - 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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· <free><full><global><rather><related><scene><site><tied> - 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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· <advanced><covers><free><gpu><implementation><know><last><need> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
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· <abstract><aimed><free><hosted><need><notes><project><updates> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
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· <abstract><accessible><already><free><ideas><link><need><page> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <already><free><full><links><notes><rather><sampling><site> - Raymarching Distance Fields : Concepts and Implementation in Unity (Adrianb)
Adrian Biagioli’s 2016 writeup introduces raymarching signed distance fields entirely in a Unity screen-space image effect on a full-screen quad - no mesh geometry per object.
Covers view-frustum ray setup, analytic SDF composition, march loops, basic lighting, and depth-buffer occlusion against traditional mesh renderers.
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· <advanced><covers><free><full><implementation><objects><related><scene> - 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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· <math><advanced><paper><accessible><last><link><links><page> - TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields
TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields introduces a generative method that synthesizes nearest-vertex vector fields over…
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· <math><advanced><paper><accessible><covers><interactive><last><link> - A Generalizable Light Transport 3D Embedding for Global Illumination
A Generalizable Light Transport 3D Embedding for Global Illumination.
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· <math><advanced><paper><accessible><global><illumination><last><link> - Meshtryoshka: Differentiable Mesh Rendering for Unbounded Scenes
Meshtryoshka: Differentiable Mesh Rendering for Unbounded Scenes introduces nested mesh shells extracted from a signed distance field and rasterized with alpha compositing for…
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· <math><advanced><paper><accessible><authors><covers><last><link> - Neural Render Proxies for Interactive and Differentiable Lighting
Neural Render Proxies for Interactive and Differentiable Lighting introduces a scene-specific neural render proxy that decouples path sampling from emission so static scenes with…
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· <advanced><paper><accessible><interactive><last><link><path><sampling> - Illumination-Aware Spatial Subdivision for Path Guiding
Illumination-Aware Spatial Subdivision for Path Guiding proposes splitting path-guiding k-d trees using lookahead cells that store compact light-field signatures (mean radiance…
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· <math><advanced><paper><eisemann><peters><accessible><illumination><last> - Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing
Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing.
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· <optimization><advanced><paper><accessible><gpu><last><link><page> - Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion
Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion.
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· <optimization><advanced><paper><accessible><interactive><last><link><page> - Reconstructing Physically Stable 3D Scenes from a Single Image
Reconstructing Physically Stable 3D Scenes from a Single Image is a single research paper with a public REST3D project site, code release, and demo videos.
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· <math><advanced><paper><accessible><already><authors><engineers><full> - Gaussian Point Splatting
Gaussian Point Splatting proposes a stochastic method for rendering massive 3D Gaussian Splatting scenes by sampling pixel-sized opaque points from Gaussians, splatting via…
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· <optimization><advanced><paper><peters><accessible><gpu><interactive><last> - 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><aimed><author><conference><free><links><paper><researchers> - Precomputed Lens Transport Maps
Precomputed Lens Transport Maps is an ACM Transactions on Graphics paper by University of Waterloo authors, hosted on arXiv as a PDF.
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· <math><advanced><paper><accessible><already><authors><engineers><full>