- 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.
100% match
· <code><shaders><blog><explains><free><full><pass><programmers> - 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.
100% match
· <shaders><intermediate><blog><based><blending><free><full><shader> - Jellyfish Shader Breakdown (Cyanilux)
Cyanilux URP Shader Graph jellyfish: sine vertex displacement, Y masking, Fresnel tint, and C# tentacle counter-rotation when the body turns.
100% match
· <shaders><intermediate><blog><based><free><full><large><mesh> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
100% match
· <shaders><intermediate><blog><based><free><full><project><shader> - 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.
100% match
· <code><shaders><blog><article><blending><free><mesh><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.
100% match
· <code><shaders><intermediate><blog><article><basic><free><logic> - 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
100% match
· <shaders><intermediate><blog><article><basic><coverage><earlier><form> - Custom Post Processing in URP / Unity 2021.3 (Febucci)
Federico Bellucci's May 2022 Febucci article covers custom post-processing in Unity URP on Unity 2021.x (URP 12.1.5), when volume-backed custom effects lacked clear docs.
100% match
· <code><shaders><intermediate><blog><article><free><full><pass> - Grass Geometry Shader (Roystan)
Erik Roystan Ross's Unity Grass Shader Tutorial on roystan.net is a Built-in RP walkthrough, billed at about sixty minutes, that extends a downloadable starter scene in HLSL.
A
100% match
· <shaders><blog><article><blade><blades><free><geometry><grass> - How tetrahedral cages significantly reduce BVH memory usage
AMD GPUOpen article on ray-tracing independently animated dense geometry with deformable tetrahedral cages so dense meshes and BVHs stay static and reusable.
100% match
· <code><optimization><blog><article><demo><dense><geometry><large> - Half-Edge Data Structure. Part 2
Second part of Alex Syniakov’s half-edge series, walking through how OpenMesh’s add_face builds and repairs topology when a new triangle is attached to an existing mesh.
100% match
· <code><blog><builds><explains><mesh><part><programmers><second> - Voronoi Fragmentation of a Mesh
Long-form guide to shattering a convex mesh into Voronoi shards by clipping against perpendicular bisector planes, with an interactive three.js demo.
96% match
· <code><blog><demo><form><geometry><long><mesh><space> - Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
85% match
· <optimization><intermediate><blog><frame><grass><lighting><mesh><pass> - Shell texturing vs raymarching
Shell texturing re-renders meshes with normal offsets; raymarching marches rays inside a volume.
83% match
· <shaders><blog><blending><cost><geometry><overdraw><pass><shader> - Introducing Mesh Terrain: Craft Large Complex Worlds | Unreal Fest Chicago 2026
Unreal Fest Chicago 2026 session introducing Mesh Terrain in Unreal Engine, a mesh-based alternative to heightfield landscapes for large worlds.
83% match
· <code><intermediate><based><large><mesh><open><terrain><world> - The Art of Code (YouTube Channel)
Video tutorials on advanced fragment-shader techniques - noise, fractals, raymarching, domain warping, and creative coding.
77% match
· <shaders><distance><fields><long><open><series><glsl> - Everything I know about the overdraw
It argues against cutting geometry because debug views look orange without millisecond proof.
77% match
· <optimization><shaders><blog><frame><geometry><overdraw><terrain><transparent> - Weighted, Blended Order-Independent Transparency
Describes a fast OIT method for rendering transparency (glass, smoke, foliage) without per-pixel sorting.
73% match
· <optimization><shaders><blog><billboards><foliage><full><pass><glsl> - The formula for a good water shader for games in Unreal 4
Medium article on a practical stylised lake water shader in UE4 using Single Layer Water, animated normals, Fresnel refraction, and intersection foam.
73% match
· <shaders><intermediate><blog><distance><normals><practical><shader><single> - Inigo Quilez - Articles
A large collection of written tutorials on procedural noise, raytracing, SDFs, distance functions, intersectors, voxels, and compression.
71% match
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