- 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><full><notes><prior><shaders><targets><texture> - Forcefield Shader Breakdown (Simple) (Cyanilux)
Simplified URP Shader Graph forcefield: transparent unlit Fresnel rim glow, front-face alpha masking, and scene-depth intersection highlights without distortion or ripples.
100% match
· <intermediate><blog><color><free><full><post><texture><textures> - Shoreline Shader Breakdown (Cyanilux)
Shoreline Shader Breakdown is a December 2024 Cyanilux post merging earlier shoreline water threads into one stylized coast tutorial for Unity URP Shader Graph.
It compares depth-texture versus UV shoreline meshes, then walks approaching wave lines, synced swash motion, Voronoi on the swash, and wet-sand darkening via low-alpha blending.
100% match
· <intermediate><blog><alpha><behind><free><full><texture><transparency> - 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><highlights><post><real><technical> - 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
100% match
· <intermediate><blog><article><free><new><real><shaders><small> - 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><post><real><shaders><technical> - 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
· <blog><article><behind><free><low><non><real><shaders> - 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.
100% match
· <intermediate><blog><article><free><gpu><real><shaders><technical> - Testing WebGPU data layouts with Facet
Blog post on unit-testing Rust struct layouts against WGSL using Facet reflection and naga.
100% match
· <intermediate><blog><against><compute><post><shaders><using><webgpu> - Adding Native Gaussian Splatting Support to Three.js
Ben Houston blog post on contributing native Gaussian Splatting to Three.js with WebGPU/TSL, including SPZ v3/v4 loaders, a reusable GPU counting sort, and SH1–SH3 view-dependent…
100% match
· <library><blog><color><gpu><native><post><support><useful> - High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization
High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization presents a deferred software rasterization pipeline for real-time strand-based hair…
100% match
· <optimization><broader><compressed><prior><real><speedups><targets><time> - Adaptive Catmull-Clark Subdivision with Compute Tessellation
Filmic Worlds post by John Hable on adaptive Catmull-Clark subdivision for real-time rendering using compute tessellation instead of hardware tessellation alone.
100% match
· <blog><compute><engineers><post><real><time><using><viewer> - Metal Lossy Compression Format
Technical reverse-engineering of Apple's undocumented Metal lossy texture compression (A15/M2), which offers roughly 1:2 compression transparent to applications.
97% match
· <optimization><blog><castano><block><compression><formats><technical><texture> - AMD GPUOpen
AMD's open developer portal for graphics and compute - FidelityFX, FSR SDK, samples, performance guides, RDNA tuning articles, and research frameworks like Capsaicin.
96% match
· <optimization><tool><compression><compute><formats><shaders><shipping><textures> - Anatomy of a Texture
Deep dive into modern GPU texture memory layout through the lens of cross-platform texture conversion.
96% match
· <optimization><blog><bc7><block><compression><gpu><non><texture> - How to debug random graphics bugs
Examples include stretched meshes, rare flashes, and hardware-specific QA reports from multi-week investigations.
77% match
· <blog><color><compute><engineers><error><gpu><shaders> - What's New in WebGPU (Chrome 153-154)
Chrome Developers changelog for WebGPU in Chrome 153–154.
77% match
· <intermediate><changelog><fixes><highlights><new><webgpu><wgsl> - Introducing CUDA Rust: Two Tracks for Writing GPU Kernels
NVIDIA Technical Blog introducing CUDA Rust via cuda-oxide (SIMT kernels compiled to PTX) and cutile-rs (tile-based kernels on stable Rust).
77% match
· <blog><gpu><side><technical><time><via> - ARM Streamline Performance Analyzer
Arm's mobile GPU/CPU profiler for Android and embedded targets.
75% match
· <optimization><tool><android><charts><gpu><shaders><targets> - VRAM bandwidth and its big role in optimization
It defines VRAM, the bus, and which shader and fixed-function paths stress bandwidth.
73% match
· <optimization><intermediate><blog><devices><formats><paths><shaders><transparency>