- Catlike Coding
Jasper Flick's long-running Unity and Godot tutorials, including the Rendering series on pipelines, lighting, and shader techniques.
100% match
· <code><custom><distance><forward><lighting><map><shadows><strategy> - 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
· <blog><depth><free><game><helps><node><read><screenshots> - 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
· <blog><bloom><free><node><post><read><screenshots><shader> - 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><advanced><blog><camera><custom><forward><free><one> - 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
· <code><advanced><blog><about><camera><depth><free><node> - Fog Plane Shader Breakdown (Cyanilux)
Shader Graph tutorial for unlit fog planes on quads that sample scene depth for vertical fog and doorway fades, with simple and accurate reconstruction paths in Unity URP.
100% match
· <blog><depth><free><node><post><read><screenshots><shader> - Forcefield Shader Breakdown (Cyanilux)
Cyanilux URP Shader Graph forcefield: Fresnel edges, depth intersections, Scene Color refraction, noise distortion, and impact ripples via custom HLSL and C#.
100% match
· <blog><advanced><depth><free><node><one><post><read> - 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
· <blog><depth><free><node><post><read><screenshots><shader> - Sprite Stencil Overlay Breakdown (Cyanilux)
Sprite Stencil Overlay Breakdown is a February 2020 Cyanilux post (updated March 2024) for Unity URP.
100% match
· <general><blog><forward><free><node><read><screenshots><shader> - Toon Glass Shader Breakdown (Cyanilux)
Toon Glass Shader Breakdown is a January 2020 Cyanilux Shader Graph post (updated October 2023) that fakes cartoon window glass: solid diagonal lines on a transparent quad that shift when the camera translates.
It uses an Unlit transparent surface with Offset, Scale Multiplier, A/B line-count, Line Width, and Line Alpha properties.
100% match
· <blog><camera><free><node><post><read><screenshots><shader> - Waterfall Shader Breakdown (Cyanilux)
Waterfall Shader Breakdown (Cyanilux, May 2023) on cyanilux.com documents a stylized URP Shader Graph waterfall that parts around a moving sphere, turning popular 2019 demo into a step-by-step article.
A sphere signed distance field with clamped Y extends the alpha-clipped hole below the sphere; sine offsets along tangents wobble cutout and edges without vertex displacement.
100% match
· <blog><distance><field><free><node><read><screenshots><shader> - 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
· <general><blog><about><article><free><one><pipelines><real> - 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
· <blog><about><article><free><pipelines><post><read><real> - How tetrahedral cages significantly reduce BVH memory usage
AMD GPUOpen article on ray-tracing independently animated dense geometry with deformable tetrahedral cages so dense meshes and BVHs stay static and reusable.
100% match
· <code><optimization><advanced><blog><animated><article><dense><pipelines> - Advanced Vulkan Compute: The Power of Parallelism
Introduction to the Khronos Advanced Vulkan Compute tutorial series for developers past basic compute shaders.
100% match
· <code><optimization><advanced><async><compute><driven><familiarity><gpu> - Real-time Neural Six-way Lightmaps
Real-time Neural Six-way Lightmaps proposes a neural method that predicts six-way lightmaps from a camera-view guiding map for dynamic smoke and other participating media in games.
100% match
· <code><advanced><camera><engine><frame><lighting><map><pipelines> - Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
96% match
· <optimization><blog><bloom><camera><captures><forward><frame><lighting> - How is this frame of Animal Well rendered?
RenderDoc frame breakdown of how Animal Well draws a single frame in its custom engine.
94% match
· <code><bloom><custom><draws><engine><frame><lighting><post> - Optimizing camera overhead to the absolute minimum
The motivating example renders waterfall occlusion with an orthographic depth texture and a shader that compares obstacle depth against surface positions.
92% match
· <general><optimization><advanced><blog><camera><captures><custom><depth> - Procedural Pixels Blog
Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies.
90% match
· <general><optimization><blog><author><compute><concrete><driven><engine>