- The Danger Zone - MJP Blog
Matt Pettineau's long-running graphics blog on D3D12 barriers, GPU-driven rendering, subsurface scattering, MSAA/signal processing, weighted blended OIT, and shader permutation…
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· <optimization><shaders><advanced><companion><deferred><engine><published><samples> - 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><link><notes><pass><pipeline><programmers> - 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><behind><programmers><real><texture> - 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><engine><forum><notes><real><sample><samples> - 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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· <code><shaders><advanced><above><access><block><buffer><build> - 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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· <access><companion><install><map><notes><real><source><texture> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
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· <shaders><citation><implements><link><map><results><sample><texture> - Rendering Realtime Caustics (Alexander Ameye)
Alexander Ameye documents a Unity real-time caustics approach using projected textures or light cookies combined with depth-aware sampling, building on his render-feature tutorials.
Explains artist controls, performance pitfalls, and when to fake caustics versus offline path tracing.
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· <shaders><access><buffer><pass><pipeline><programmers><real><textures> - ccontinisio GitHub - Toon Shader for Unity
Community learning repo - not official Nintendo content - showing how artists approximate rim-lit cel shading with HLSL/Shader Graph era tools.
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· <shaders><access><link><repository><sample><source><time><useful> - Cyanilux GitHub - URP Shader Code Templates
URP_ShaderCodeTemplates collects starter HLSL files matching URP pass conventions - Lit, Unlit, depth-only, and meta passes - so authors avoid blank-page errors when writing custom
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· <shaders><access><pipeline><repository><sample><source><time><useful> - Cyanilux GitHub - URP Shader Graph Custom Lighting
URP_ShaderGraphCustomLighting shows how to extend Shader Graph with custom lighting models in URP - custom function nodes, includes, and keyword-aware lighting loops.
Bridges Sh
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· <shaders><access><pipeline><readme><repository><sample><source><sub> - RemyUnity GitHub - Shader Graph Node Library
RemyUnity’s sg-node-library is a Shader Graph node library pack - subgraphs and custom nodes shared for reuse across projects.
Accelerates artist iteration by centralizing repea
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· <shaders><access><repository><sample><source><sub><time><useful> - totallyRonja GitHub - Gradient Material Property Drawer
Improves artist UX for ramp-based toon lighting and VFX without external texture files or Photoshop round-trips.
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· <shaders><access><repository><sample><source><textures><time><useful> - Unity GitHub - Renderer Feature Samples
Unity Graphics package URP Render Graph samples (URPRenderGraphSamples) demonstrate RenderGraph API usage in Universal RP - pass setup, resource imports/exports, and debugging view
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· <access><pipeline><repository><sample><samples><source><time><useful> - DLSS 5: Generative Neural Rendering
DLSS 5: Generative Neural Rendering.
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· <optimization><shaders><advanced><paper><accessible><last><link><real> - Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds.
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· <code><optimization><advanced><paper><accessible><fps><last><link> - 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> - Real-Time Level-of-Detail Rendering with ReSTIR
Real-Time Level-of-Detail Rendering with ReSTIR presents a surface point mapping that keeps ReSTIR spatiotemporal sample reuse valid when geometric LoD switches change mesh…
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· <code><optimization><advanced><paper><accessible><detail><last><link> - PEPS: Positional Encoding Projected Sampling
PEPS: Positional Encoding Projected Sampling presents a learned positional encoding that treats absolute positional-encoding projections as sample points for grid encoders in…
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· <code><advanced><paper><accessible><compression><last><link><presents> - 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…
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· <code><optimization><advanced><paper><wimmer><accessible><buffer><deferred>