- Real-Time Rendering - Resources Portal
Official companion site for the Real-Time Rendering book series.
100% match
· <bonus><chapters><course><free><notes><pipeline><shadows><tracing> - Vulkan Tutorial - Introduction
Official Khronos Vulkan tutorial introducing instances, devices, swapchains, render passes, and the explicit synchronization model.
100% match
· <code><intermediate><course><chapters><dynamic><official><passes><pipelines> - 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><free><full><notes><passes><pipeline><programmers><render> - Intro to Shader Graph (Cyanilux)
Long-form Cyanilux primer on Unity Shader Graph: package and URP/HDRP setup, graph templates, the node editor, data types, previews, properties, keywords, and sub-graphs.
100% match
· <built><free><full><pipeline><pipelines><render><setup><use> - Writing Shader Code in Universal RP (v2) (Cyanilux)
Writing Shader Code in Universal RP (v2) is Cyanilux's ShaderLab and HLSL guide for Unity URP (2021, updated 2022).
100% match
· <code><built><free><full><intended><pipeline><project><render> - 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><intermediate><access><documentation><free><passes><pipeline><pipelines> - 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><built><free><full><level><passes><pipeline><reference> - 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…
100% match
· <intermediate><broader><built><notes><ray><reference><render><sample> - Custom Render Texture
Unity Manual page for Custom Render Textures explains how to drive render textures procedurally from shaders, enabling feedback loops, simulations, and dynamic painting in-engine.
100% match
· <intermediate><access><documentation><free><official><page><pipeline><reference> - AI + RenderDoc Integration: Automated GPU Analysis
Khronos Vulkan documentation page on feeding RenderDoc capture state to an AI agent via renderdoccmd for programmatic GPU debugging.
100% match
· <code><intermediate><documentation><gpu><khronos><page><pipeline><use> - Opacity Micromaps: Smarter Shadows for the Real World
Introductory chapter of the Khronos Vulkan tutorial course on Opacity Micromaps for ray-traced shadows of alpha-tested foliage.
100% match
· <code><intermediate><course><alpha><chapter><geometry><khr><khronos> - Advanced Vulkan Compute: The Power of Parallelism
Introduction to the Khronos Advanced Vulkan Compute tutorial series for developers past basic compute shaders.
100% match
· <code><chapters><gpu><khronos><mobile><pipelines><series><slang> - Advances in Real-Time Rendering in Games - 2026
Course site for the SIGGRAPH 2026 Advances in Real-Time Rendering in Games sessions, with talk abstracts and downloadable slides from studios including Activision, EA SEED, Sony,…
100% match
· <code><course><intended><path><pipelines><ray><raytracing><siggraph> - Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing
Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing.
100% match
· <code><gpu><lab><page><path><project><ray><raytracing> - What To Learn To Be A Real Time Graphics Programmer
Alan Wolfe career guide for becoming hireable as a real-time graphics programmer, splitting the path into modern explicit APIs (DX12/Vulkan/Metal) versus GPU lighting, shading,…
96% match
· <gpu><path><programmers><ray><raytracing><renderer><tracing><vulkan> - HDRP Docs
Unity package documentation for High Definition Render Pipeline (HDRP) - official manual for lighting, volumes, materials, decals, and advanced features in HDRP projects.
Versio
90% match
· <intermediate><access><documentation><free><official><page><pipeline><reference> - Shader Graph Docs
Official Unity Shader Graph package manual - node reference, Custom Function nodes, subgraphs, precision, and target compatibility for URP/HDRP/BiRP.
Living documentation synced
90% match
· <intermediate><access><documentation><free><official><page><pipeline><reference> - URP Docs
Official Unity Universal Render Pipeline package documentation - renderer features, lighting models, camera stacking, quality settings, and shader upgrade guides.
Versioned docs
90% match
· <intermediate><access><documentation><free><official><page><pipeline><reference> - Low-Level Graphics in C – Pixel Manipulation and Frame Buffers
freeCodeCamp course video by Gustavo Patsy on low-level pixel graphics in C with SDL3.
83% match
· <code><course><hands><know><level><renderer><without> - ARM Learning Paths - Mobile, Graphics, and Gaming
Structured hands-on learning paths for mobile graphics, gaming, and ML on Arm hardware.
79% match
· <gpu><hands><mobile><raytracing><studio><renderdoc><vulkan>