- 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><advanced><blog><example><free><full><newer><one> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
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· <blog><article><entities><free><gpu><programmers><still><technical> - 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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· <blog><article><free><main><one><post><programmers><size> - 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><advanced><blog><article><first><free><need><note> - 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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· <code><blog><article><example><free><pipeline><programmers><renderer> - 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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· <blog><advanced><article><artist><engine><large><newer><post> - 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><blog><article><free><full><post><programmers><renderer> - 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><advanced><blog><article><bandwidth><buffer><byte><context> - How sparse resources helped my GPU-driven renderer memory usage
Blog post by Zino on using D3D12 sparse (tiled/reserved) resources to manage large persistent buffers in a GPU-driven renderer.
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· <code><optimization><advanced><blog><zino><already><buffers><driven> - What happens when a GPU reads memory
Deep technical blog post by Fergus Finn tracing a CUDA global load (LDG) on an RTX 4090 from warp issue through coalescing, L1/TLB, crossbar, L2, and DRAM.
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· <code><optimization><advanced><blog><already><bandwidth><gpu><memory> - GPU view-adaptive crack-free subdivision of Bézier surfaces
AMD GPUOpen article summarizing a Eurographics Symposium on Rendering 2026 paper on view-adaptive, crack-free subdivision of bicubic Bézier patches with GPU work graphs.
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· <code><advanced><blog><article><buffers><compact><encoding><free> - GPU memory management in AnKi
AnKi 3D Engine blog post on how GPU memory management evolved from custom VkDeviceMemory suballocation through GPU-driven rendering and a render-graph to placed/committed…
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· <code><optimization><advanced><blog><driven><engine><gpu><large> - Introducing AMD DGF SuperCompression
AMD GPUOpen blog introducing DGF SuperCompression (DGFS), a software layer that further compresses Dense Geometry Format blocks for storage while decoding to DGF or conventional…
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· <code><optimization><advanced><blog><decode><driven><engine><gpu> - Benchmarking GPU pipeline stages
The work measures isolated rendering pipeline stages with a custom Unity 6000.2.9 engine loop, custom render pipeline, DX12, and the DXC shader compiler instead of profiling a full production scene.
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· <optimization><advanced><blog><context><newer><pipeline><procedural><readers> - Please Steal my Meshing Algorithm Idea
Matt Keeter blog sketch of an implicit-surface meshing idea that separates QEF-based surface point generation (as in dual contouring) from manifold mesh construction via…
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· <code><advanced><blog><already><discusses><main><readers><without> - Should you normalize RGB values by 255 or 256?
Technical essay comparing 8-bit RGB float conversion via division by 255 versus a 0.5-biased division by 256.
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· <code><blog><decode><mixed><quantization><technical><versus> - VK_EXT_layer_settings — Configure validation layers programmatically
Khronos Vulkan sample demonstrating VK_EXT_layer_settings to configure the Khronos validation layer from application code instead of environment variables or JSON.
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· <code><common><example><instance><useful><want> - Weighted, Blended Order-Independent Transparency
Describes a fast OIT method for rendering transparency (glass, smoke, foliage) without per-pixel sorting.
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· <optimization><advanced><blog><foliage><full><mixed><particles> - ldraw2houdini (GitHub)
Houdini tool to import LDraw LEGO parts - upstream dependency for the Tool Brick procedural pipeline.
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· <code><advanced><paths><pipeline><procedural><technical> - Rendering 90,000 particles in Unity: what actually costs CPU and GPU time
A Burst job simulates gravity, noise, pull, drag, and bounce for large CPU particle counts before draw.
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· <optimization><blog><large><main><particles><scenes>