- 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><features><free><notes><pipeline><programmers><texture> - 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
· <blog><data><features><free><pipeline><post><though><universal> - 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).
100% match
· <intermediate><blog><article><free><games><post><programmers><time> - 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.
100% match
· <blog><article><free><games><gpu><programmers><ready><source> - 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
· <intermediate><blog><article><currently><free><games><programmers><time> - 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.
100% match
· <intermediate><blog><article><free><mobile><post><programmers><texture> - 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><blog><article><aware><covers><even><free><games> - 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><blog><article><features><free><pipeline><programmers> - Froyok
Léna Piquet's technical-art blog at froyok.fr/articles.html, where she shares years of real-time rendering notes alongside her Adobe Substance 3D Painter work.
Coverage centers on Unreal Engine 4: custom bloom and lens-flare post-processes, distance-field textures, portals, render-target UI, and selective engine-source changes.
100% match
· <intermediate><blog><article><engine><free><games><programmers><textures> - Anatomy of a Texture
Deep dive into modern GPU texture memory layout through the lens of cross-platform texture conversion.
100% match
· <code><optimization><blog><bc7><chains><covers><gpu><mip> - demote_tracker is a commandline utility to visualize demoted graphics card memory
demote_tracker is a commandline utility to visualize demoted graphics card memory is an open-source tool hosted on GitHub.
Tiny Win32 console utility that tracks GPU memory…
100% match
· <optimization><author><gpu><notes><open><programmers><source><tool> - Texture Baking - Trading VRAM for GPU performance
The case study starts with a procedural rock material built in Shader Graph: bevel edge detection on normal maps, triplanar wood and mud, and many texture samples that leave the GPU texture unit st…
71% match
· <optimization><blog><authoring><costly><mobile><runtime><texture> - Unreal Post Asset Import Actions (#notGDC 2023)
Ryan Dowling-Soka article on hooking Unreal post-import events with Python versus C++ import rule systems - the pattern extended in Escape Asset Helper.
60% match
· <code><intermediate><blog><article><assets><pipeline><programmers> - stb Libraries
Single-file public-domain C/C++ libraries for image loading/writing, font rasterization, and other common utilities.
56% match
· <code><decode><engine><png><tool> - How The Bloom Effect Actually Works
Explainer on physically motivated bloom via aperture diffraction, Airy patterns, LTI systems, and image-space convolution.
52% match
· <intermediate><open><source><tool><works> - Project UMBRAE - Escape Asset Helper (breakdown)
Long-form breakdown of the Escape Asset Helper plugin: import hooks, naming, validators, editor overlays, and source-control pre-submit checks.
35% match
· <code><intermediate><blog><open><pipeline>