- ShaderToy
Platform for fullscreen GLSL fragment shaders with live coding and a large community gallery.
100% match
· <shaders><account><buffers><creative><fractals><hobbyists><integration><raymarching> - Code golfing a tiny demo using maths and a pinch of insanity
Code golfing a tiny demo using maths and a pinch of insanity is a long-form blog post on blog.pkh.me that reverse-engineers a procedural GLSL landscape demo compressed to a few…
100% match
· <shaders><advanced><demoscene><distance><long><noise><raymarching><glsl> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
92% match
· <shaders><video><alongside><long><raymarching><scenes><series><visual> - Inigo Quilez - Articles
A large collection of written tutorials on procedural noise, raytracing, SDFs, distance functions, intersectors, voxels, and compression.
90% match
· <shaders><catalog><demoscene><distance><gradients><noise><raymarching><shadertoy> - Raymarching Distance Fields : Concepts and Implementation in Unity (Adrianb)
Adrian Biagioli’s 2016 writeup introduces raymarching signed distance fields entirely in a Unity screen-space image effect on a full-screen quad - no mesh geometry per object.
Covers view-frustum ray setup, analytic SDF composition, march loops, basic lighting, and depth-buffer occlusion against traditional mesh renderers.
83% match
· <shaders><advanced><catalog><distance><fields><raymarching><scenes><surface> - Portal Shader Breakdown (Cyanilux)
Portal Shader Breakdown (May 2019) is a Cyanilux Shader Graph walkthrough for a wormhole portal on a flat unlit quad.
81% match
· <shaders><catalog><coordinates><distance><focused><noise><step> - Swapping Colours (Cyanilux)
Swapping Colours is a February 2023 Cyanilux post on recolouring textures and procedural inputs in Unity Shader Graph for 3D, sprites, UI, or signed-distance shapes.
Sections cover Tint, Lerp, channel-packed greys, mask textures, Replace Color, Blend modes, gradient ramps as textures, and palette index lookups.
81% match
· <shaders><catalog><distance><focused><noise><shapes><step> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
81% match
· <shaders><alongside><coordinate><distance><focused><noise><shapes> - Texturing & UVs | Unity Shader Code Basics 02
This Daniel Ilett YouTube video is part two of Unity Shader Code Basics and focuses on sampling textures with UV coordinates in handwritten Unity shader code rather than Shader…
79% match
· <shaders><video><beginners><coordinates><series><uv><watch><youtube> - Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot
Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot is an August 2025 tutorial by Karl Bittner that extends earlier hexaquo grass parts…
77% match
· <shaders><distance><fields><long><open><series><glsl> - I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) is a YouTube technical overview by Mike Turitzin of a solo-built engine focused on high-fidelity editable…
75% match
· <advanced><video><distance><fields><focused><noise><youtube> - Integrating ImGui with Vulkan: Step-by-Step Guide
Integrating ImGui with Vulkan: Step-by-Step Guide is an OGLDEV YouTube tutorial that adds Dear ImGui to an existing Vulkan application.
It explains why immediate-mode UI forces…
73% match
· <video><buffers><construction><long><step><visual><youtube> - Surfel-based global illumination on the web
Surfel-based global illumination on the web is a January 2026 interactive article by Jure Triglav on implementing surfel GI with WebGPU compute shaders in the browser.
It walks…
71% match
· <shaders><advanced><buffers><long><open><scenes> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume presents NIV, a compact neural bake of diffuse indirect lighting for real-time shading of static scenes and novel dynamic…
71% match
· <shaders><advanced><account><coordinate><fields><scenes> - Local UVs for Sprites in Sprite Sheet/Atlas (Cyanilux)
Unity shader techniques for per-sprite 0-1 UVs when sprites live in sheets or atlases: C# UV remap with Shader Graph/HLSL, plus URP object-space and renderer-bounds alternatives.
69% match
· <shaders><catalog><coordinates><focused><step><uv> - Polar Coordinates (Cyanilux)
Cyanilux's Polar Coordinates (May 2019, updated Dec 2023) is a Shader Graph article on converting Cartesian UVs to polar space with the Polar Coordinates node.
It explains Center, Radial Scale, and Length Scale, quotes the generated Unity HLSL, and uses Split so R is distance from center and G is angle from the downward reference (with notes on negative preview values).
69% match
· <shaders><catalog><coordinate><coordinates><focused><step> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
69% match
· <shaders><catalog><coordinates><focused><noise><step> - niagara: Opacity micromaps
niagara: Opacity micromaps is a free YouTube video on the Arseny Kapoulkine channel, a session in Arseny Kapoulkine's Niagara live coding series.
Niagara series livestream by…
69% match
· <shaders><advanced><video><buffers><integration><series><youtube> - Filtering -Vs- Graphics
This is a technical talk by Timothy Lattis on the Neo Graphics channel on what perfect, content-independent filtering would require versus common real-time graphics practice.
69% match
· <advanced><gradients><noise><since><shadertoy><youtube> - Dithering Series - Part 2
Dithering Series - Part 2 is an interactive visual essay by Damar on visualrambling.space, the second installment in a grayscale dithering series about ordered dithering.
It…
69% match
· <shaders><beginners><long><noise><series><visual>