- 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><access><article><free><linked><post><technical> - 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
· <blog><about><access><article><free><linked><still><technical> - 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
· <intermediate><blog><about><access><article><free><linked><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><access><article><free><linked><one><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
· <blog><access><article><free><linked><one><technical><using> - 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
· <intermediate><blog><about><access><article><basic><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
· <general><intermediate><blog><about><access><article><free><linked> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
100% match
· <intermediate><blog><article><basic><free><image><linked><pipeline> - 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.
98% match
· <general><intermediate><blog><access><article><explains><free><linked> - 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.
73% match
· <math><intermediate><blog><dithering><image><processing><quantization><technical> - Tone Mapping Analysis
Unity project with custom editor windows for comparing and analyzing HDR tone-mapping LUTs.
71% match
· <general><intermediate><image><looks><mapping><post><processing>