- Sprite Glow/Outline Shader Breakdown (Cyanilux)
Sprite Glow/Outline Shader Breakdown is a March 2020 Cyanilux article for URP Shader Graph on 2D sprites.
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· <shaders><intermediate><around><channel><control><distance><free><index> - 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.
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· <shaders><intermediate><access><extra><free><one><programmers><using> - 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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· <shaders><access><better><covers><free><one><problem><programmers> - 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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· <shaders><intermediate><access><basic><control><free><introduction><programmers> - 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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· <shaders><intermediate><basic><control><driven><experiments><extra><free> - 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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· <intermediate><access><basic><class><experiment><extensions><free><practical> - 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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· <shaders><access><around><basic><better><class><covers><distance> - 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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· <intermediate><free><geometry><index><live><math><rather><using> - 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.
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· <intermediate><access><channel><free><including><programmers><talk><useful> - Joyrok > What are SDFs Anyway?
"What Are SDFs Anyway?" is a Tech Art Chronicles article on joyrok.com introducing signed distance fields for 2D UI icons.
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· <intermediate><access><distance><free><programmers><sdf><sdfs><signed> - The Perlin Problem: Moving Past Square Noise (NoisePosti.ng)
NoisePosti.ng article “The Perlin Problem” analyzes directional square artifacts in classic Perlin noise and motivates alternative gradient noise formulations for modern procedural
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· <intermediate><access><free><one><practical><problem><programmers><value> - MaterialX: The Past, Present and Future of Portable Materials
MaterialX: The Past, Present and Future of Portable Materials is a recorded talk by Alain Hostettler, presented at High-Performance Graphics (HPG).
HPG talk by Alain Hostettler…
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· <shaders><intermediate><talk><audience><conference><free><practical><programmers> - I3D 2026 Papers Preview
I3D 2026 Papers Preview is a recorded talk published on the I3D Symposium channel.
Short YouTube video from the I3D Symposium channel previewing papers presented at I3D 2026,…
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· <talk><channel><conference><free><paper><practical><programmers><recorded> - Micropolygon Rendering in Anvil
Micropolygon Rendering in Anvil is a recorded talk by Lionel Berenguier, Jack Minnetian, presented at GDC Vault.
GDC Vault talk on Ubisoft's Micropolygon virtualized geometry…
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· <talk><audience><conference><driven><extensions><geometry><practical><programmers> - All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana
All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana is a recorded talk by Aaron Scherzinger, presented at GDC Vault.
GDC Vault talk by Aaron Scherzinger (Ubisoft…
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· <talk><audience><conference><including><practical><programmers><recorded><session> - The Road to Substance Modeler: VR Roots, Desktop Reinvention
The Road to Substance Modeler: VR Roots, Desktop Reinvention is a January 2026 retrospective by Davide Pesare on leading Adobe Substance Modeler after its move from Oculus…
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· <intermediate><curious><free><including><rather><sdf><systems><useful> - Complex numbers are multivectors | Geometric algebra episode 4
Complex numbers are multivectors | Geometric algebra episode 4 is a YouTube lesson from the All Angles channel on how 2D Clifford algebra contains the complex numbers.
It…
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· <math><intermediate><channel><free><know><one><style><useful> - SIGGRAPH Thesis Fastforward 2026
SIGGRAPH Thesis Fastforward 2026 is an official ACMSIGGRAPH YouTube recording of short PhD thesis pitches from SIGGRAPH-related graphics research.
Featured talks include Monte…
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· <math><talk><distance><fields><free><geometry><level><problem> - Texel Density Explained
Texel Density Explained is a Hugh Chew YouTube lesson on texel density for environment and prop art, covering metrics, UV setup, and how density differs from visual fidelity.
It…
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· <around><distance><free><intermediate><limits><sets><useful><versus> - Gyms, Zoos, and Museums: Your documentation should be in-game
Gyms, Zoos, and Museums: Your documentation should be in-game is a January 2026 written version of Robin-Yann Storm's conference talk on keeping game docs inside the editor and…
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· <intermediate><conference><free><including><instead><talk><useful><video>