- 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).
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· <shaders><access><includes><last><linked><pipelines><programmers><real> - 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.
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· <shaders><access><gpu><linked><pipelines><programmers><real><time> - 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
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· <access><experience><linked><modern><pipelines><programmers><real><shaders> - 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.
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· <shaders><access><linked><pipelines><programmers><real><time><hlsl> - 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.
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· <shaders><access><linked><pipelines><programmers><real><time><hlsl> - 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.
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· <code><shaders><advanced><access><high><linked><pipelines><programmers> - 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.
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· <code><shaders><access><function><linked><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.
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· <access><gpu><linked><open><pipelines><programmers><real><shaders> - Inigo Quilez
's site is the written-tutorial archive for graphics, maths, fractals, and demoscene work, with links to videos, Shadertoy shaders, and utilities.
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· <shaders><advanced><access><linked><pipelines><programmers><real><time> - The quest for very wide outlines (Ben Golus)
Ben Golus documents techniques for very wide screen-space or mesh outlines in Unity - scaling edge detection, depth/normal sensitivity, and mitigating artifacts when outline width
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· <shaders><access><linked><pipelines><programmers><real><time><verified> - A Texture Lookup Approach to Bézier Curve Evaluation on the GPU
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU is Muhammad Anas and Alan Wolfe's JCGT paper presenting a texture-based GPU method that evaluates Bézier curves…
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· <code><advanced><paper><accessible><based><evaluating><evaluation><function> - Taming optimization variance in compact neural shading networks
Taming optimization variance in compact neural shading networks.
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· <code><shaders><advanced><paper><accessible><high><last><link> - Khronos Announces Vulkanised 2027 and Real-Time Shading Symposium 2027
Khronos Group press release announcing co-located Vulkanised 2027 (February 8–10) and Real-Time Shading Symposium 2027 (February 11–12) at Howest University in Kortrijk, Belgium.
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· <code><shaders><includes><languages><performance><real><shading><time> - Meshtryoshka: Differentiable Mesh Rendering for Unbounded Scenes
Meshtryoshka: Differentiable Mesh Rendering for Unbounded Scenes introduces nested mesh shells extracted from a signed distance field and rasterized with alpha compositing for…
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· <code><advanced><paper><accessible><authors><based><last><link> - What To Learn To Be A Real Time Graphics Programmer
Alan Wolfe career guide for becoming hireable as a real-time graphics programmer, splitting the path into modern explicit APIs (DX12/Vulkan/Metal) versus GPU lighting, shading,…
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· <gpu><modern><path><pointers><programmers><real><shading><small> - Procedural UV Derivatives Evaluation in SORT Renderer
Long-form post by Jiayin Cao on evaluating texture UV derivatives in the SORT offline renderer when UVs come from a custom shading language rather than fixed mesh attributes.
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· <code><shaders><advanced><authors><details><evaluating><evaluation><language> - Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction
Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction augments each 3D Gaussian with a lightweight MLP that models…
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· <code><advanced><paper><accessible><high><last><link><page> - DLSS 5: Generative Neural Rendering
DLSS 5: Generative Neural Rendering.
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· <shaders><advanced><paper><accessible><gpus><last><link><real> - neural.slang: A Standard Module for Inline Neural Networks in Shaders
Hot3D talk introducing neural.slang, an experimental Slang standard module for evaluating and training small neural networks inline in shaders.
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· <code><shaders><advanced><cuda><evaluating><path><small><tracer> - On the Accuracy of Surface Scattering Theories
On the Accuracy of Surface Scattering Theories compares Microfacet and Generalized Harvey-Shack predictions derived from AFM and profilometer-measured metal surfaces against…
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· <shaders><advanced><paper><accessible><argues><eurographics><last><link>