- 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
· <shaders><about><bit><buffers><depth><free><platform><post> - 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><intermediate><access><artists><free><methods><post><programmers> - 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><artists><free><programmers><related><shader> - 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><access><artists><became><free><modern><programmers><related> - Alexander Ameye
's blog at ameye.dev (alexanderameye.github.io) is a static Eleventy site documenting Unity graphics engineering experiments.
Sixteen indexed notes explain URP scriptable render passes, Shader Graph stylized water, realtime caustics, cavity and halftone effects, hemisphere sampling, holographic cards, and several outline methods.
100% match
· <shaders><intermediate><about><access><artists><free><programmers><related> - 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><artists><free><post><programmers><related> - 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
· <shaders><access><artists><covers><free><programmers><related><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
· <shaders><intermediate><about><access><artists><basic><bit><free> - Perlin Noise: A Procedural Generation Algorithm (Raouf)
Romain Touti’s article explains improved Perlin noise for procedural textures and terrain, clarifying how it differs from value noise, classic Perlin, and simplex variants.
Walks 2D intuition with gradient hashing, fade curves, and octave stacking, then shows pseudocode loops that map noise samples into grayscale pixels via frequency scaling.
Language-agnostic math focus suits any engine or offline tool; no GPU API required.
100% match
· <intermediate><access><artists><explains><free><noise><programmers><related> - Physically Based Values for CG Artists
Rows cover metals, dielectrics, organics, and fluids with sRGB swatches and numeric F0/reflectance fields suited to Substance, Blender, or engine neutral workflows.
100% match
· <intermediate><about><access><artists><based><free><programmers><related> - From OpenGL to Vulkan
Short conceptual guide comparing OpenGL habits with Vulkan's explicit model, based on porting a basic engine.
100% match
· <based><basic><buffers><covers><know><plus><programmers><shader> - IceFall Games - Graphics Blog
Developer blog documenting a custom deferred rendering engine - HDR, global illumination, ambient occlusion, decals, and lighting revamps.
96% match
· <shaders><intermediate><accumulation><ambient><depth><lighting><normals><occlusion> - Procedural Skybox Shader (Kelvin van Hoorn)
Kelvin van Hoorn’s procedural skybox shader tutorials build stylized atmospheric gradients and clouds inside Unity Shader Graph / HLSL, tuned for art-directable time-of-day without baked cubemaps.
Walks through noise layers, sun disc, horizon fades, and parameterization for gameplay-driven weather.
96% match
· <shaders><intermediate><access><artists><free><programmers><related><shader> - Offscreen Rendering // Vulkan For Beginners #33
Episode 33 of OGLDEV’s Vulkan For Beginners series covering offscreen rendering for post-processing.
88% match
· <already><basic><depth><implementing><know><lighting><post> - Rendering into texture - the most important TA skill
It restates vertex and fragment roles and the levers artists actually control beyond hardware rasterization.
83% match
· <shaders><intermediate><artists><modern><noise><sampling><ssao><technical> - Unreal 5.8 - Surface stable Fractal Dithering (FULL TUTORIAL)
Full Unreal Engine 5.8 tutorial recreating Rune Skovbo Johansen's (Runevision) surface-stable fractal dithering with surface and post-process materials.
73% match
· <shaders><intermediate><talk><artists><implementing><post><process><technical> - AMD Capsaicin Framework
AMD's DX12 research framework for fast prototyping of real-time graphics algorithms.
69% match
· <shaders><ambient><lighting><occlusion><sampling><screen> - Specular BRDF Reference
Side-by-side reference of Cook-Torrance microfacet BRDF terms (NDF, Fresnel, geometry shadowing) using consistent notation and UE4 roughness.
69% match
· <shaders><comparison><geometry><implementing><terms><variants> - Mouse Raycasting Derivation
Derives a compact formula for casting a world-space ray through a screen-space mouse position from camera basis vectors and field of view.
65% match
· <intermediate><compact><diagrams><related><screen><space> - The Return of the Utah Teapot - SIGGRAPH 2026
SIGGRAPH 2026 talk marking the 50th anniversary of the Utah Teapot’s first SIGGRAPH appearance.
52% match
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