- This will rewire how you think about rendering optimization
This Procedural Pixels article by Jan Mróz presents a teaching mental model of the GPU rasterization pipeline for everyday optimization.
100% match
· <optimization><blog><artists><choosing><data><pixel><programmers><technical> - 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
· <intermediate><blog><distortion><free><graph><graphs><pixel><read> - Book (w/ Turnable Pages) Breakdown (Cyanilux)
Cyanilux breakdown of a URP spellbook with vertex-shader page turns, flipbook page textures, dual Lit Graphs, pooling C# driver, and optional Blender setup notes.
100% match
· <intermediate><blog><first><free><graph><graphs><material><page> - 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
· <intermediate><blog><each><free><game><graph><graphs><much> - Crystal Shader Breakdown (Cyanilux)
A Cyanilux Shader Graph walkthrough for Unity URP that builds an unlit transparent crystal with object-space Y colour gradients, camera opaque-texture refraction, Fresnel opacity, and HDR glow for bloom.
100% match
· <intermediate><blog><between><color><first><free><graph><graphs> - 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
· <blog><free><graph><graphs><programmers><read><separate><targets> - Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
100% match
· <blog><about><between><deep><free><graph><graphs><pixel> - Dissolve Shader Breakdown (Cyanilux)
URP Shader Graph breakdown by Cyanilux on dissolve effects: Step and noise clip fragments with glowing edges, height-axis variants, and view-space UVs to reduce seam artifacts.
100% match
· <intermediate><blog><across><free><graph><graphs><pixel><post> - Fractured Cube Breakdown (Cyanilux)
Step-by-step Cyanilux post on pivot baking: Blender Cell Fracture, UV-stored shard pivots, and URP Shader Graph vertex scale, rotation, and burst from a handle.
100% match
· <intermediate><blog><channels><data><each><free><graph><graphs> - Deus Ex - Alpha Terrain (Simonschreibt)
Simon Schreibt's May 2023 post on simonschreibt.de explains terrain blending in Deus Ex: Mankind Divided, where Prague levels hide harsh cuts where props meet ground.
Opaque geometry renders first, then flat translucent terrain depth-fades toward surfaces beneath.
100% match
· <intermediate><blog><about><artists><between><detail><each><free> - Patreon > Team Dogpit (aka Xibanya)
Team Dogpit (Xibanya) publishes “Shaders For People Who Don’t Know How To Shader,” a Patreon-first series that assumes no prior Unity or programming background.
Each lesson introduces one skill - colors, normal maps, rim light, deferred buffers, SDFs, raymarching - then walks through a complete shader.
100% match
· <intermediate><blog><about><artists><content><first><free><post> - Voronoi Maps (Red Blob Games)
Amit Patel (Red Blob Games) interactive Voronoi map tutorial builds region diagrams step-by-step with JavaScript demos - ideal for understanding Lloyd relaxation, biomes, and proce
100% match
· <intermediate><blog><about><artists><free><map><maps><page> - Anatomy of a Texture
Deep dive into modern GPU texture memory layout through the lens of cross-platform texture conversion.
100% match
· <optimization><blog><between><chains><deep><mip><non><programmers> - Kiln: WebGPU-Native Out-of-Core Volume Rendering for Multi-GB Datasets
DEV Community article introducing Kiln, a WebGPU-native out-of-core volume renderer that streams multi-GB brick pyramids over HTTP with a fixed VRAM page cache and compute…
100% match
· <blog><dev><introducing><mip><modes><page><support><texture> - 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><tool><across><detail><material><open><programmers><release> - Fitting Neural Textures and PBR Material Maps with ES (No Backprop)
Blog post mirroring a C++ experiment that fits neural textures and multi-map PBR materials with Evolution Strategies instead of backpropagation.
98% match
· <blog><low><map><maps><material><post><textures><github> - Integrated Insights: Automating Performance Capture in Unreal Projects (Unreal Fest Orlando 2025)
Unreal Fest Orlando 2025 session on automating and standardizing performance capture for comparable traces across a project.
88% match
· <optimization><tool><artists><builds><channels><csv><programmers><technical> - Introducing Mesh Terrain: Craft Large Complex Worlds | Unreal Fest Chicago 2026
Unreal Fest Chicago 2026 session introducing Mesh Terrain in Unreal Engine, a mesh-based alternative to heightfield landscapes for large worlds.
83% match
· <tool><intermediate><artists><content><introducing><non><open><technical> - Escape Asset Helper (GitHub)
Open-source Unreal Engine 5.6 C++ plugin for import-time asset naming, validation rules, Content Browser overlays, and optional pre-submit source control checks.
79% match
· <tool><intermediate><content><open><optional><programmers><technical><github> - Half-Edge Data Structure. Part 2
Second part of Alex Syniakov’s half-edge series, walking through how OpenMesh’s add_face builds and repairs topology when a new triangle is attached to an existing mesh.
77% match
· <blog><builds><data><programmers><second><series><useful>