- Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
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· <shaders><access><already><based><free><model><real><time> - 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.
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· <access><based><free><last><model><real><time><using> - 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…
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· <shaders><advanced><density><developers><engine><forum><materials><prior> - 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,
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· <code><shaders><advanced><access><adding><based><expensive><frame> - Edge detection outlines (Alexander Ameye)
Alexander Ameye's December 2024 note shows screen-space edge detection outlines for Unity 6 and Unity 2022.3+ on URP, citing stylized games such as Mars First Logistics and Rollerdrome.
A ScriptableRendererFeature adds a full-screen pass (Execute on 2022, Render Graph on Unity 6) and a Hidden/Edge Detection HLSL shader.
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· <shaders><advanced><access><based><developers><free><multiple><real> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
100% match
· <abstract><access><based><developers><free><map><maps><real> - Fast Subsurface Scattering (John Austin, May 2020)
John Austin's May 2020 johnaustin.io post adds subsurface scattering to Unity's Universal Render Pipeline for a soft Oculus Quest VR look under tight mobile fill-rate limits.
Instead of deferred light-buffer blur, he uses forward wrapped diffuse from a Journal of Graphics Tools paper, with Valve-style wrapping, normalization, and a custom HLSL LightingSubsurface pass.
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· <shaders><access><fast><free><lighting><materials><real><scattering> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
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· <abstract><accessible><already><developers><engine><free><link><page> - DLSS 5: Generative Neural Rendering
DLSS 5: Generative Neural Rendering.
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· <shaders><advanced><paper><accessible><frame><last><link><model> - Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles
Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles is Bjorn Vermeersch's JCGT paper on parametric disc–square mappings that send…
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· <math><advanced><paper><accessible><based><functions><last><link> - PEPS: Positional Encoding Projected Sampling
PEPS: Positional Encoding Projected Sampling presents a learned positional encoding that treats absolute positional-encoding projections as sample points for grid encoders in…
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· <code><math><advanced><paper><accessible><functions><image><last> - Neural Texture Compression using Hypernetworks
Neural Texture Compression using Hypernetworks.
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· <code><shaders><advanced><paper><accessible><egsr><last><link> - The Minimal Retroreflective Microfacet Model
The Minimal Retroreflective Microfacet Model presents MRM, which turns any microfacet BSDF into a physically plausible retroreflective model by reflecting the view direction…
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· <math><shaders><advanced><paper><accessible><last><link><microfacet> - 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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· <math><shaders><advanced><paper><accessible><gaussian><last><link> - Ultra-fast Screen-Space Refractions and Caustics via Newton's Method
Ultra-fast Screen-Space Refractions and Caustics via Newton's Method replaces standard screen-space ray marching with Newton's method root finding against G-buffer depth for…
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· <code><shaders><advanced><paper><accessible><fast><last><link> - 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><math><advanced><paper><accessible><gaussian><last><link> - Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion
Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion.
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· <code><advanced><paper><accessible><last><link><multiple><page> - Single-image Layer Decomposition for Anime Characters
Single-image Layer Decomposition for Anime Characters.
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· <code><advanced><paper><accessible><image><last><link><materials> - Lightweight attention-based indirect illumination
AMD GPUOpen article on a lightweight attention-based neural model for real-time indirect illumination presented at SIGGRAPH 2026.
90% match
· <code><shaders><advanced><based><lighting><maps><model><real> - 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…
90% match
· <code><math><advanced><already><based><dual><functions><via>