- 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><advanced><also><camera><link><notes><prior> - 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
· <shaders><access><last><like><pipelines><programmers><real><time> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
100% match
· <shaders><about><access><also><knowledge><pipelines><programmers><real> - 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><advanced><access><pipelines><programmers><real><resolution> - 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><about><access><also><pipelines><programmers><real> - 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
· <about><access><all><pipelines><programmers><real><time><using> - 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><about><access><like><pipelines><programmers><real><time> - Constraint-Based Tile Generators (BorisTheBrave)
Constraint-Based Tile Generators is BorisTheBrave's October 2021 survey unifying WaveFunctionCollapse and Model Synthesis as constraint-based tile generators that fill a grid under hard local rules.
Boris organizes variants by model (adjacency versus overlapping patches), constraint inference from samples, labels, or tile borders, solvers from arc consistency to Z3, cell and tile heuristics, contradiction handling, and non-square grids.
100% match
· <access><all><comparing><last><many><pipelines><programmers><real> - Froyok
Léna Piquet's technical-art blog at froyok.fr/articles.html, where she shares years of real-time rendering notes alongside her Adobe Substance 3D Painter work.
Coverage centers on Unreal Engine 4: custom bloom and lens-flare post-processes, distance-field textures, portals, render-target UI, and selective engine-source changes.
100% match
· <access><engine><like><pipelines><programmers><real><shadow><time> - Part 2, Coloring Light as it passes through Stained Glass
Valerio Marty’s Medium follow-up extends his Unity volumetric light raymarch with stained-glass tinting via nested world-space rays and a custom depth buffer for non-shadow-casting glass.
Each lit march step casts toward the sun, stepping through screen-space UVs to read a ScriptableRendererFeature depth pass (R8 linear camera distance).
100% match
· <code><shaders><access><pipelines><programmers><real><time><volumetric> - Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles
Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles is Bjorn Vermeersch's JCGT paper on parametric disc–square mappings that send…
100% match
· <advanced><paper><accessible><introduces><last><link><sample><using> - Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow
Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow is a paper by Haojie Jin, Fujia Su, Zehui Lin, Chenxiao Hu, Jierui Ren, Yuqing Yuan, Yanchen Zhang, Zhongtao…
100% match
· <code><optimization><advanced><paper><accessible><last><link><ray> - Taming optimization variance in compact neural shading networks
Taming optimization variance in compact neural shading networks.
100% match
· <code><shaders><advanced><paper><accessible><also><last><link> - Illumination-Aware Spatial Subdivision for Path Guiding
Illumination-Aware Spatial Subdivision for Path Guiding proposes splitting path-guiding k-d trees using lookahead cells that store compact light-field signatures (mean radiance…
100% match
· <code><advanced><paper><accessible><allocate><fixed><last><link> - Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion
Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion.
100% match
· <code><optimization><advanced><paper><accessible><last><link><page> - Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization
Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization.
100% match
· <code><optimization><advanced><paper><accessible><hardware><last><like> - 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
· <code><advanced><adaptive><fixed><hardware><john><real><time> - Neural Texture Compression using Hypernetworks
Neural Texture Compression using Hypernetworks.
100% match
· <code><shaders><advanced><paper><accessible><last><link><per> - The Minimal Retroreflective Microfacet Model
The Minimal Retroreflective Microfacet Model presents MRM, which turns any microfacet BSDF into a physically plausible retroreflective model by reflecting the view direction…
100% match
· <shaders><advanced><paper><about><accessible><last><link><notes> - A real time lighting technique for procedurally generated 2d isometric game terrains
A real time lighting technique for procedurally generated 2d isometric game terrains proposes automatic real-time lighting for seed-generated isometric maps by estimating 2D…
100% match
· <code><shaders><advanced><paper><accessible><last><link><maps>