- 2D Water Shader Breakdown (Cyanilux)
A Shader Graph breakdown of stylized 2D water in Unity URP: sprite reflections via a second camera, scrolling noise distortion, fake highlights, and tilemap shoreline ripples for pixel art.
100% match
· <shaders><intermediate><free><link><noise><only><setups><style> - Sprite Glow/Outline Shader Breakdown (Cyanilux)
Sprite Glow/Outline Shader Breakdown is a March 2020 Cyanilux article for URP Shader Graph on 2D sprites.
100% match
· <shaders><intermediate><control><field><free><link><setup><setups> - 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
· <shaders><both><free><linked><need><note><technical><two> - 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><intermediate><choices><control><extra><free><linked><production> - 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
· <shaders><intermediate><linked><materials><notes><procedural><shading><style> - 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,
100% match
· <shaders><direction><free><last><linked><looks><need><note> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
100% match
· <intermediate><companion><free><linked><need><noise><notes><pages> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
100% match
· <intermediate><accessible><already><free><link><linked><need><short> - Perlin Noise: A Procedural Generation Algorithm (Raouf)
Romain Touti’s article explains improved Perlin noise for procedural textures and terrain, clarifying how it differs from value noise, classic Perlin, and simplex variants.
Walks 2D intuition with gradient hashing, fade curves, and octave stacking, then shows pseudocode loops that map noise samples into grayscale pixels via frequency scaling.
Language-agnostic math focus suits any engine or offline tool; no GPU API required.
100% match
· <intermediate><algorithm><free><linked><noise><perlin><procedural><technical> - Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering
Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering presents anisotropic Gabor kernels as an alternative to Gaussian primitives for volumetric path tracing,…
100% match
· <math><paper><accessible><acm><anisotropic><control><last><link> - TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields
TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields introduces a generative method that synthesizes nearest-vertex vector fields over…
100% match
· <math><paper><accessible><control><last><link><method><results> - A Generalizable Light Transport 3D Embedding for Global Illumination
A Generalizable Light Transport 3D Embedding for Global Illumination.
100% match
· <math><paper><accessible><last><link><materials><results><siggraph> - Taming optimization variance in compact neural shading networks
Taming optimization variance in compact neural shading networks.
100% match
· <math><shaders><paper><accessible><choices><last><link><shading> - Neural Render Proxies for Interactive and Differentiable Lighting
Neural Render Proxies for Interactive and Differentiable Lighting introduces a scene-specific neural render proxy that decouples path sampling from emission so static scenes with…
100% match
· <paper><accessible><disney><gradient><last><link><materials><studios> - Illumination-Aware Spatial Subdivision for Path Guiding
Illumination-Aware Spatial Subdivision for Path Guiding proposes splitting path-guiding k-d trees using lookahead cells that store compact light-field signatures (mean radiance…
100% match
· <math><paper><accessible><direction><disney><field><last><link> - The Minimal Retroreflective Microfacet Model
The Minimal Retroreflective Microfacet Model presents MRM, which turns any microfacet BSDF into a physically plausible retroreflective model by reflecting the view direction…
100% match
· <math><shaders><paper><accessible><direction><last><link><notes> - The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn
SIGGRAPH 2015 slide deck on Guerrilla Games' Nubis volumetric cloud system for Horizon Zero Dawn, covering ray-marched modeling, lighting, and GPU optimizations.
94% match
· <shaders><free><modeling><noise><perlin><procedural><siggraph><volumetric> - Single-image Layer Decomposition for Anime Characters
Single-image Layer Decomposition for Anime Characters.
90% match
· <paper><accessible><last><link><materials><siggraph><style><verified> - Simulating Ocean Water (Tessendorf, course notes PDF)
Classic SIGGRAPH course notes on simulating and rendering ocean surfaces, including Gerstner waves and FFT-based animation.
75% match
· <math><shaders><animation><classic><notes><pdf><siggraph> - The Bounding Simplex: A SIMD-Era Rejection Primitive
The Bounding Simplex: A SIMD-Era Rejection Primitive.
71% match
· <math><paper><accessible><last><link><two><verified>