- 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><shaders><explains><free><pass><pipeline><programmers><read> - Intro to the Shader Pipeline (Cyanilux)
Introductory Cyanilux blog post on Unity meshes, shader stages, render pipelines, materials, C# property setup, batching, and forward versus deferred paths.
100% match
· <code><shaders><explains><free><pipeline><post><read><shader> - Sun Beams / God Rays Shader Breakdown (Cyanilux)
Sun Beams / God Rays Shader Breakdown is a May 2024 Cyanilux tutorial (updated August 2025) on stylized god rays in Unity URP Shader Graph.
100% match
· <shaders><intermediate><free><gpu><light><need><quads><read> - 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
· <shaders><intermediate><access><free><point><post><programmers><shader> - 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><shaders><access><free><high><need><programmers><shader> - 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><shaders><intermediate><access><basic><free><pass><pipeline> - 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><basic><concrete><free><global><image><lighting> - Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
100% match
· <shaders><intermediate><access><already><basic><free><programmers><shader> - Offscreen Rendering // Vulkan For Beginners #33
Episode 33 of OGLDEV’s Vulkan For Beginners series covering offscreen rendering for post-processing.
100% match
· <code><video><ogldev><already><basic><hdr><lighting><mapping> - Synchronization, again... // Vulkan For Beginners #32
Vulkan For Beginners tutorial on the Synchronization2 API and vkCmdPipelineBarrier2.
97% match
· <code><video><ogldev><access><compute><explains><lighting><path> - How sparse resources helped my GPU-driven renderer memory usage
Blog post by Zino on using D3D12 sparse (tiled/reserved) resources to manage large persistent buffers in a GPU-driven renderer.
94% match
· <code><already><explains><gpu><post><scenes><tiled><using> - How is this frame of Animal Well rendered?
RenderDoc frame breakdown of how Animal Well draws a single frame in its custom engine.
79% match
· <code><shaders><intermediate><video><frame><lighting><mapped><post> - Tone Mapping Analysis
Unity project with custom editor windows for comparing and analyzing HDR tone-mapping LUTs.
77% match
· <intermediate><hdr><image><mapping><post><shaders><tone> - Perlin It In a Minute!
OGLDEV video on generating terrain heightmaps with Perlin noise in C++ for OpenGL or Vulkan using GLM's perlin function.
70% match
· <code><intermediate><video><ogldev><series><using><opengl> - How to debug random graphics bugs
Examples include stretched meshes, rare flashes, and hardware-specific QA reports from multi-week investigations.
69% match
· <shaders><compute><concrete><gpu><tiled> - Interactive Computer Graphics (YouTube Lecture Series)
Full university course lectures on interactive/real-time rendering - OpenGL, GLSL, textures, shadows, geometry/tessellation/compute shaders, and GPU ray tracing.
65% match
· <video><compute><lighting><pipeline><glsl><opengl><youtube> - RenderDoc
Open-source frame debugger for D3D11/12, Vulkan, OpenGL, and Metal.
65% match
· <shaders><high><pipeline><single><opengl> - Weighted, Blended Order-Independent Transparency
Describes a fast OIT method for rendering transparency (glass, smoke, foliage) without per-pixel sorting.
60% match
· <shaders><accumulation><pass><weights><glsl><opengl>