- 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><blog><focuses><free><full><prior><programmers><rather> - 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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· <intermediate><blog><depth><distortion><free><full><post><rather> - A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
100% match
· <intermediate><blog><after><article><before><experience><free><interested> - 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
· <intermediate><blog><article><depth><design><feature><free><full> - 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><blog><article><before><free><generation><practical><procedural> - 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.
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· <code><intermediate><blog><article><before><feature><free><full> - 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><blog><adding><article><before><block><build><covers> - Easing Functions
Easings.net is a free interactive cheat sheet by Andrey Sitnik and Ivan Solovev for choosing easing functions that control how a parameter changes over normalized animation time.
The catalog lists quad, cubic, quart, quint, exponential, circular, elastic, and bounce curves in ease-in, ease-out, and ease-in-out forms.
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· <intermediate><blog><after><article><before><free><helps><page> - Impossible Geometry: Non-Euclidean Cubes
Alan Zucconi's 2015 Unity post opens his Impossible Geometry series on alanzucconi.com.
100% match
· <intermediate><blog><article><before><cubes><face><free><onto> - Marching Squares/Cubes (BorisTheBrave)
First article in Boris The Brave's free meshing series (Adam Newgas) on boristhebrave.com.
100% match
· <intermediate><blog><article><before><block><cubes><free><minecraft> - Twitter (Freya Holmér) > Lerp, Inverse Lerp & Remap
Freya Holmér’s Twitter thread explains lerp, inverse lerp, and remap with intuitive graphics metaphors for shader and gameplay math.
Short social post format - best as a concept
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· <intermediate><blog><article><before><free><post><programmers><useful> - 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><blog><design><feature><free><illustrated><page><playable> - Foundations of Game Engine Development Vol. 1 - Mathematics
Eric Lengyel's engine-focused math volume covering vectors, transforms, Grassmann/geometric algebra, and game-engine-relevant derivations with exercises.
65% match
· <code><math><intermediate><meshes><prior><programmers><published> - The mathematical beauty of hyperbezier curves
Linebender post proposing hyperbezier curves as a curve family that can replace cubic Béziers in 2D vector design.
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· <math><blog><cubic><design><interested><post> - The Infinite Loop - Computer Graphics
Technical blog posts on spatial data structures (quadtrees, octrees), collision, and graphics algorithms with working code.
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· <code><math><intermediate><blog><focuses><published><studying>