- A Trip Through the Graphics Pipeline (2011)
A 13-part series explaining the D3D/OpenGL graphics pipeline as implemented on real GPUs - command processor, vertex processing, rasterization, depth/stencil, pixel shaders,…
100% match
· <blog><articles><depth><pipeline><posts><setup><shaders><vertex> - Catlike Coding
Jasper Flick's long-running Unity and Godot tutorials, including the Rendering series on pipelines, lighting, and shader techniques.
100% match
· <shaders><built><content><forward><isolated><lighting><pipeline><unity> - Cyanilux - Resources
A curated, filterable index of shader and Unity rendering resources - Cyanilux's own tutorials plus external links.
100% match
· <shaders><camera><depth><displacement><effects><gist><passes><pipeline> - Egor Nikolaev - Production Notes
Technical-art blog with Unity production notes, scene readability breakdowns, OKlab color analysis, and URP diagnostic workflows.
100% match
· <shaders><intermediate><blog><articles><breakdowns><free><posts><practical> - Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
100% match
· <intermediate><blog><camera><fog><forward><grass><lighting><linked> - Shell texturing vs raymarching
Shell texturing re-renders meshes with normal offsets; raymarching marches rays inside a volume.
100% match
· <shaders><blog><depth><meshes><property><shader><shell><stylized> - Stateless particles - rendering without a mesh
The GPU supplies only SV_VertexID and SV_InstanceID, and the vertex shader fabricates positions, UVs, and normals for each quad or triangle strip.
100% match
· <shaders><intermediate><blog><displacement><feature><lighting><particle><pipeline> - 2D Water Shader Breakdown (Cyanilux)
A Shader Graph breakdown of stylized 2D water in Unity URP: sprite reflections via a second camera, scrolling noise distortion, fake highlights, and tilemap shoreline ripples for pixel art.
100% match
· <shaders><intermediate><blog><breakdown><cyanilux><developers><fit><free> - Your First Shader from ZERO in Godot 4
GDQuest beginner tutorial that teaches writing a first 2D fragment shader in Godot 4 by building an animated portal effect step by step.
100% match
· <shaders><basic><shader><step><technical><techniques><want><writing> - 2D Grass Rendering with WebGPU Compute Shaders
Technical walkthrough from the Jarl Devs Team of a fully procedural 2D pixel-art grass renderer driven by two WebGPU/WGSL compute passes that regenerate, depth-sort, and shade…
100% match
· <shaders><intermediate><blog><depth><driven><effects><full><grass> - OpenGL Projected Textures Are Easier Than You Think!
OGLDEV tutorial on projected textures in OpenGL, building a projector matrix from view and perspective transforms and sampling with textureProj in the fragment shader.
100% match
· <shaders><intermediate><developers><easier><related><scene><shader><shadow> - Generating Mipmaps // Vulkan For Beginners #31
Generating Mipmaps // Vulkan For Beginners #31 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial series.
Episode 31 of OGLDEV’s…
100% match
· <earlier><free><image><practical><screen><textures><want><work> - Slughorn, MIT-licensed GPU-agnostic Slug font/glyph rendering library for OpenGL/OSG/Vulkan and all GPU-driven graphics APIs
AlphaPixel blog post announcing Slughorn, an MIT-licensed C++20 library that adapts Eric Lengyel’s Slug-style GPU curve data for OpenGL, Vulkan, OSG, and related APIs.
100% match
· <shaders><intermediate><blog><demos><developers><driven><full><rather> - meshoptimizer - v1.2
meshoptimizer - v1.2 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.2 release notes introducing experimental MikkTSpace-based tangent frame generation,…
100% match
· <developers><feature><linked><material><practical><vertex><want><work> - Slang: Bridging Graphics and Machine Learning
Slang: Bridging Graphics and Machine Learning is a recorded talk by Shannon Woods, presented at High-Performance Graphics (HPG).
HPG talk by Shannon Woods (NVIDIA / Khronos…
100% match
· <shaders><intermediate><free><practical><production><style><want><work> - Smooth-Maximum, the most useful function
Smooth-Maximum, the most useful function is a free YouTube video on the Inigo Quilez channel.
Inigo Quilez video deriving smooth maximum functions from algebraic rewrites of…
100% match
· <shaders><intermediate><earlier><free><practical><related><screen><style> - Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek)
Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek) is a recorded talk by Sebastian Sydow, presented at RustNL.
RustWeek 2026 talk by Sebastian Sydow…
100% match
· <shaders><developers><free><practical><style><want><work><writing> - Computing Camera Rays
Computing Camera Rays is a technical blog article by Christoph Peters.
Blog post deriving camera-ray origin, direction, and far-plane length from a world-to-clip matrix so…
100% match
· <blog><article><camera><cameras><free><orthographic><practical><technical> - Implicit Surface rendering for CAD
Implicit Surface rendering for CAD is a technical blog article by Francis Le Roy.
Long-form blog on interactively rendering arbitrary implicit surfaces in a CAD prototype…
100% match
· <blog><article><camera><design><developers><form><free><long> - Reconstructing Physically Stable 3D Scenes from a Single Image
Reconstructing Physically Stable 3D Scenes from a Single Image is a single research paper with a public REST3D project site, code release, and demo videos.
100% match
· <full><image><linked><physics><public><scene><site><targets>