- 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
· <code><blog><about><buffers><free><includes><info><post> - 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><based><data><free><pipelines><post><see><using> - Vertex Displacement (Cyanilux)
Vertex Displacement is a free Cyanilux blog tutorial (updated Jan 2023) on moving vertices in Unity Shader Graph, part of the site URP breakdown collection.
It covers vertex versus fragment stages on the Master Stack, Object-space scale and offset with Time animation, and fragment-only node limits.
100% match
· <intermediate><blog><about><data><free><includes><info><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
· <intermediate><blog><article><free><includes><linked><pipelines><post> - 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><blog><article><free><linked><pipelines><point><see> - 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><article><free><linked><one><pipelines><point> - 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><about><article><custom><free><linked> - 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
· <intermediate><blog><about><article><free><linked><pipelines><several> - Should you normalize RGB values by 255 or 256?
Technical essay comparing 8-bit RGB float conversion via division by 255 versus a 0.5-biased division by 256.
100% match
· <code><intermediate><blog><comparing><decode><encode><float><image> - Learning the integral of a diffusion model
Blog post by Sander Dieleman explaining flow maps as models that predict any point on a diffusion noise-to-data path from any other point, instead of only the local tangent…
100% match
· <blog><based><data><path><point><post><readers><versus> - Tone Mapping Analysis
Unity project with custom editor windows for comparing and analyzing HDR tone-mapping LUTs.
90% match
· <intermediate><comparing><custom><hdr><image><includes><post><windows> - CuRast: Cuda-Based Software Rasterization for Billions of Triangles
CUDA software rasterizer for dense opaque meshes with hundreds of millions to billions of triangles, without precomputed LODs or acceleration structures.
88% match
· <code><optimization><based><includes><one><renders><versus><without> - Benchmarking GPU pipeline stages
The work measures isolated rendering pipeline stages with a custom Unity 6000.2.9 engine loop, custom render pipeline, DX12, and the DXC shader compiler instead of profiling a full production scene.
83% match
· <optimization><blog><benchmarking><comparing><custom><familiarity><readers><windows> - Please Steal my Meshing Algorithm Idea
Matt Keeter blog sketch of an implicit-surface meshing idea that separates QEF-based surface point generation (as in dual contouring) from manifold mesh construction via…
83% match
· <code><blog><based><point><readers><via><without> - What in the Graphics is Volumetric Rendering?!
Introductory blog on volumetric rendering: voxels versus pixels, density grids, and uses in medical imaging, industrial CT, and game VFX such as smoke and fire.
65% match
· <blog><data><includes><versus><vfx> - Half-Precision Floating-Point, Visualized
Interactive notebook that visualizes how IEEE half-float (fp16) represents numbers, including precision loss and range limits.
52% match
· <intermediate><buffers><fp16><half><limits> - Editor-independent HLSL language server built around DXC
Open-source Language Server Protocol implementation for HLSL built around DXC IntelliSense.
52% match
· <intermediate><memory><one><source><without> - From Research to Recognition: Meet the SIGGRAPH 2026 Student Research Competition Winners
ACM SIGGRAPH Blog Q&A with the SIGGRAPH 2026 Student Research Competition winners.
40% match
· <blog><based><mixed>