- 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><example><explains><free><pairs><programmers> - Dissolve Shader Breakdown (Cyanilux)
URP Shader Graph breakdown by Cyanilux on dissolve effects: Step and noise clip fragments with glowing edges, height-axis variants, and view-space UVs to reduce seam artifacts.
100% match
· <blog><across><example><free><pairs><post><uses><using> - 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><free><further><pairs><post><uses><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
· <blog><article><example><free><post><programmers><style><technical> - 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
· <blog><article><free><gpu><math><programmers><technical><using> - 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
· <blog><article><free><generation><include><programmers><technical><tile> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
100% match
· <blog><across><advanced><article><comfortable><helps><mapping><math> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
100% match
· <code><advanced><blog><article><compute><earlier><example><free> - MiniDXNN v0.4.0: Interactive neural texture compression on DirectX 12
AMD GPUOpen release notes for MiniDXNN v0.4.0, an open-source DirectX 12 library for on-GPU MLP inference and training using Shader Model 6.10 D3D12 Linear Algebra.
100% match
· <code><advanced><harada><amd><gpu><gpuopen><inference><mlp> - Introducing MiniDXNN: MLP library for DirectX 12
AMD GPUOpen announcement of MiniDXNN, an MLP inference library built natively for HLSL and DirectX 12 using cooperative vector APIs on Radeon matrix cores.
100% match
· <code><blog><harada><amd><cores><gpuopen><hip><inference> - Post-mortem GPU crash debugging with LLMs
AMD GPUOpen article by Amit Ben-Moshe and Amit Mulay introducing the open-source Radeon GPU Detective (RGD) MCP Server for LLM-assisted post-mortem GPU crash analysis.
98% match
· <code><advanced><blog><amd><article><explains><gpu><gpuopen> - Introducing CUDA Rust: Two Tracks for Writing GPU Kernels
NVIDIA Technical Blog introducing CUDA Rust via cuda-oxide (SIMT kernels compiled to PTX) and cutile-rs (tile-based kernels on stable Rust).
85% match
· <code><advanced><blog><gpu><kernels><technical><tile><writing>