- Cloud Shader Breakdown (Cyanilux)
Cyanilux Shader Graph tutorial for URP that builds animated cloud decks on a subdivided plane with layered world-space noise, vertex displacement, and depth-based fading at intersections.
100% match
· <shaders><alpha><based><depth><free><intersecting><layered><techniques> - 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><based><blending><fragment><free><order><pixel><techniques> - Alexander Ameye
's blog at ameye.dev (alexanderameye.github.io) is a static Eleventy site documenting Unity graphics engineering experiments.
Sixteen indexed notes explain URP scriptable render passes, Shader Graph stylized water, realtime caustics, cavity and halftone effects, hemisphere sampling, holographic cards, and several outline methods.
100% match
· <shaders><access><engineer><free><linked><real><time><write> - 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><advanced><access><blending><free><intersecting><linked> - 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><constraints><depth><fit><free><linked><production><techniques> - Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
100% match
· <shaders><access><already><based><free><linked><pixel><real> - 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.
100% match
· <access><based><constraints><free><include><linked><real><techniques> - Cracked Ice Shader (using Parallax effect) (Daniel Pokladek)
Daniel Pokladek's January 2021 blog post builds a Unity cracked-ice material with parallax crack planes under a tinted surface, extending Binary Impact's Shader Graph ice tutorial toward Dragon Age: Inquisition-style stacked cracks, not one repeating layer.
Shader Graph work uses three parallax slices, surface offset, normal UV distortion, grayscale albedo tinting, and RGB-packed crack maps.
100% match
· <shaders><access><depth><free><linked><real><time><use> - Marching Squares/Cubes (BorisTheBrave)
First article in Boris The Brave's free meshing series (Adam Newgas) on boristhebrave.com.
100% match
· <access><cases><free><linked><manage><real><time><use> - Textures for VFX - Database (Simon Trümpler / Simonschreibt)
Simon Trümpler’s Notion database “Textures for VFX” catalogs reference photos and texture resources for visual effects work - splashes, debris, gradients, and practical elements.
100% match
· <access><free><linked><real><recording><talk><time><video> - libGPUCounters Machine Readable Specification
libGPUCounters Machine Readable Specification is the public Arm specification tree that describes Arm GPU performance counters for third-party tooling and…
100% match
· <advanced><access><engineers><gpu><linked><order><per><useful> - Weighted, Blended Order-Independent Transparency
Describes a fast OIT method for rendering transparency (glass, smoke, foliage) without per-pixel sorting.
96% match
· <shaders><advanced><alpha><foliage><order><particles><sorting><transmission> - Shell texturing vs raymarching
Shell texturing re-renders meshes with normal offsets; raymarching marches rays inside a volume.
96% match
· <shaders><advanced><blending><depth><engine><geometry><multi><techniques> - Freya Holmer - Acegikmo (YouTube)
Video tutorials visualizing math for graphics programming - vectors, splines, shader coding in Unity/HLSL, and geometric algebra.
90% match
· <shaders><blending><budget><geometry><independent><multi><youtube> - Neural Texture Compression in Metal 4
Technical write-up of MetalNTC, a Neural Texture Compression implementation for Apple Silicon based on NVIDIA random-access neural material compression.
90% match
· <code><shaders><advanced><access><based><neural><real><time> - Lightweight attention-based indirect illumination
AMD GPUOpen article on a lightweight attention-based neural model for real-time indirect illumination presented at SIGGRAPH 2026.
90% match
· <code><shaders><advanced><based><buffers><multi><neural><real> - Adaptive tessellation and subdivision
SIGGRAPH 2026 Advances talk slides by John Hable on compute-based adaptive tessellation and Catmull-Clark subdivision.
85% match
· <code><advanced><talk><advances><based><engineers><geometry><gpu> - Warnock: Harnessing GPU Geometry Amplification for Vector Graphics
HPG talk by Mark Kilgard on Warnock, a research GPU library for filling and stroking 2D vector paths from a compact baked buffer.
85% match
· <code><advanced><talk><compact><geometry><gpu><pixel><shaders> - Interplay of Light
Kostas Anagnostou's graphics programming blog - GI experiments, hybrid ray tracing, API abstraction notes, shader ISA analysis, and neural rendering explorations from a…
83% match
· <shaders><advanced><linked><lists><neural><oit><production><transparency> - 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.
81% match
· <code><alpha><explains><foliage><geometry><real><shaders>