- 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
· <shaders><blog><free><including><notes><one><pass><programmers> - 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
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· <shaders><intermediate><blog><access><article><free><game><post> - 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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· <shaders><blog><access><article><coding><free><game><programmers> - 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
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· <intermediate><blog><access><article><background><each><free><programmers> - 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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· <shaders><intermediate><blog><access><article><free><game><one> - 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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· <shaders><blog><access><article><covers><free><low><one> - 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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· <shaders><intermediate><blog><access><article><blur><blurs><box> - Branching on a GPU (Jason Booth, Dec 2021)
Branching on a GPU is Jason Booth's December 2021 Medium essay on when shader branches help or hurt on modern GPUs.
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· <intermediate><blog><access><article><best><free><math><programmers> - Impossible Geometry: Non-Euclidean Cubes
Alan Zucconi's 2015 Unity post opens his Impossible Geometry series on alanzucconi.com.
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· <intermediate><blog><access><article><each><free><game><post> - Simon Trümpler / Simonschreibt
Simon Trümpler’s Simonschreibt.de is a long-running German/English technical art blog covering stylized environments, hand-painted texturing, Substance workflows, and shader-adjace
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· <intermediate><blog><access><article><each><free><game><programmers> - MiniDXNN v0.4.0: Interactive neural texture compression on DirectX 12
AMD GPUOpen release notes for MiniDXNN v0.4.0, an open-source DirectX 12 library for on-GPU MLP inference and training using Shader Model 6.10 D3D12 Linear Algebra.
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· <shaders><covers><each><interactive><live><notes><programmers><shader> - Gentle Introduction to Realtime Fluid Simulation for Programmers and Technical Artists (Shahriar Shahrabi)
Shahriar Shahrabi's October 2021 Medium tutorial explains real-time grid fluid simulation for programmers and technical artists with geometric intuition rather than dense Navier-Stokes notation.
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· <blog><access><article><browser><free><programmers><realtime><written> - Desmos Graphing Calculator
Free online graphing calculator for plotting functions, parametric curves, and sequences.
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· <math><account><browser><interactive><realtime><glsl> - How The Bloom Effect Actually Works
Explainer on physically motivated bloom via aperture diffraction, Airy patterns, LTI systems, and image-space convolution.
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· <math><shaders><intermediate><bloom><patterns><source><works> - ShaderToy
Platform for fullscreen GLSL fragment shaders with live coding and a large community gallery.
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· <shaders><account><demos><live><works> - Stylised ocean shader (Gerstner HLSL breakdown)
Unreal stylised ocean write-up with looped Gerstner waves in custom HLSL, fraction-based wave LOD, dispersion speeds, and artist-facing parameters.
54% match
· <optimization><shaders><intermediate><blog><cost><notes><parameters> - Borderline Racing - Outline shader and VFX (breakdown)
Portfolio breakdown of a Borderlands-style Unreal post-process outline using depth and world-normal edges, distance LOD bands, Custom Depth exclusions, and Niagara VFX.
48% match
· <shaders><intermediate><blog><math><notes><parameters> - Interactive Simulation of Water Surfaces (SBGames 2010 short paper)
SBGames 2010 short paper on real-time water surface simulation techniques suitable for games.
38% match
· <math><shaders><realtime><techniques>