- 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><around><control><free><index><material><need> - Intro to Shader Graph (Cyanilux)
Long-form Cyanilux primer on Unity Shader Graph: package and URP/HDRP setup, graph templates, the node editor, data types, previews, properties, keywords, and sub-graphs.
100% match
· <blog><data><free><including><index><pipeline><post><using> - 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><blog><data><free><index><material><pipeline><post> - 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><behind><free><index><material><used><using> - 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><around><free><game><import><post><technical> - 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><blend><free><game><import><main><post> - 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><blog><behind><blend><both><free><import><need> - 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><intermediate><blog><basic><control><free><import><pipeline> - The Alters - a technical postmortem - Szymon Kurek || 11 bit studios ||
Game Industry Conference talk by Szymon Kurek of 11 bit studios on the technical postmortem of The Alters.
100% match
· <code><general><intermediate><aimed><game><multi><postmortem><studio> - 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
· <code><blog><assets><data><describes><including><post><used> - How We Draw a 3D Sprite World: The Stylized Art of Never's End
GDC Vault talk by Ryan Juckett (Hypersect) on rendering Never's End as a hand-drawn 2D pixel-art look from fully 3D assets.
100% match
· <code><general><intermediate><aimed><animation><assets><control><describes> - 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.
83% match
· <code><blog><instead><material><multi><post><repo> - 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.
77% match
· <code><tool><intermediate><import><pipeline><plugin><studio><technical> - Tool Brick (GitHub)
Procedural LEGO building pipeline for Unreal: LDraw ingestion, Houdini PDG stud-snapping, and in-engine placement covering roughly 945 parts.
77% match
· <code><tool><intermediate><dcc><import><pipeline><technical><workflow> - ldraw2houdini (GitHub)
Houdini tool to import LDraw LEGO parts - upstream dependency for the Tool Brick procedural pipeline.
62% match
· <code><tool><import><pipeline><plugin><technical> - Animation in Bevy: The Big Picture
Explains Bevy skeletal animation via AnimationPlayer, AnimationGraph, NodeIndex, and AnimationGraphHandle, then walks through the official Animated Mesh example.
60% match
· <code><intermediate><blog><aimed><animation><basics><via> - Project UMBRAE - Escape Asset Helper (breakdown)
Long-form breakdown of the Escape Asset Helper plugin: import hooks, naming, validators, editor overlays, and source-control pre-submit checks.
54% match
· <code><tool><intermediate><blog><import><pipeline><plugin> - Unreal Post Asset Import Actions (#notGDC 2023)
Ryan Dowling-Soka article on hooking Unreal post-import events with Python versus C++ import rule systems - the pattern extended in Escape Asset Helper.
54% match
· <code><tool><intermediate><blog><assets><import><pipeline> - Tool Brick - Houdini PDG and stud algorithm (breakdown)
Breakdown of Tool Brick's Houdini side: PDG batching, stud-snapping geometry, and preparing LDraw parts for Unreal import.
52% match
· <code><tool><blog><import><pipeline><technical> - Unreal Engine 5 Style Guide (Allar)
Widely used community Unreal project conventions for prefixes, suffixes, folder layout, and naming referenced in student pipeline tools.
38% match
· <general><tool><free><import>