- 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
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· <shaders><intermediate><editor><features><one><related><source><visual> - 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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· <shaders><around><implementation><one><related><source><without><hlsl> - Unity GitHub - URP Rendering Examples
UniversalRenderingExamples aggregates URP feature demos - outlines, decals, lights, and post effects - with staged “completed” scenes for learning renderer features incrementally.
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· <intermediate><library><features><layout><one><open><source><without> - Cyanilux GitHub - Shader Graph Variables
ShaderGraphVariables by Cyanilux provides editor tooling or samples for managing Shader Graph blackboard variables consistently across graphs - reducing magic strings and duplicate
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· <shaders><intermediate><library><built><one><open><source><without> - ryanslikesocool GitHub - Mecanim2Texture
Mecanim2Texture (ryanslikesocool) bakes skeletal animation into textures for vertex-animation or GPU skinning style effects - related workflow to VAT for specific art styles.
Un
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· <shaders><intermediate><library><editor><one><open><source><without> - An interpreter for HLSL that can run shader code on the CPU.
An interpreter for HLSL that can run shader code on the CPU.
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· <shaders><intermediate><library><features><language><open><source><without> - Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10
Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10 is a technical blog article by Amar Patel.
DirectX Developer Blog announcing Agility SDK…
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· <shaders><intermediate><dxc><features><layout><one><source><hlsl> - Standardizing HLSL
Standardizing HLSL is a February 2026 DirectX Developer Blog post by Chris Bieneman announcing Ecma Technical Committee 57 to standardize the High Level Shading Language.
It…
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· <shaders><intermediate><dxc><language><open><related><source><hlsl> - State of HLSL: February 2026
State of HLSL: February 2026 is a personal status essay by Chris Bieneman on Clang HLSL progress, standardization, and neural-related GPU features.
It covers Clang resource…
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· <shaders><intermediate><diagnostics><dxc><features><language><related><hlsl> - Real-Time Neural Network Implementation for GPUs
Real-Time Neural Network Implementation for GPUs is an open-source library / codebase hosted on GitHub.
Open-source companion code for the GPU Zen 4 chapter on real-time neural…
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· <library><implementation><open><provides><source><studio><visual> - SIGGRAPH 2025: Hands-on Vulkan Ray Tracing with Dynamic Rendering
SIGGRAPH 2025: Hands-on Vulkan Ray Tracing with Dynamic Rendering is a free multi-chapter Vulkan Documentation Project course that adds hybrid ray tracing to a Vulkan…
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· <intermediate><built><independent><inspection><studio><visual><without> - Unity GitHub - Graphics
Unity-Technologies/Graphics monorepo hosts URP, HDRP, Shader Graph, and core render pipeline packages - canonical HLSL, C# renderer code, and sample projects.
Primary upstream f
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· <intermediate><library><built><features><open><source><without><hlsl> - How to Use Vulkan Debug Printf
A LunarG blog guide by Tony Barbour (updated February 2026) on using Vulkan Debug Printf to log values from shaders during development.
It shows GL_EXT_debug_printf in GLSL,…
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· <shaders><tool><intermediate><dxc><inspection><memory><without><hlsl> - Shading Languages Symposium 2026: Gigi - A Rapid Graphics R&D Platform
[video] Shading Languages Symposium 2026: Gigi - A Rapid Graphics R&D Platform is a symposium talk by Alan Wolfe of EA SEED on Gigi, an open-source rapid graphics R&D and…
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· <shaders><tool><intermediate><around><open><source><without><hlsl> - ColinLeung-NiloCat GitHub - URP Surface Shader Solution
UnityURP-SurfaceShaderSolution bridges legacy Surface Shader workflows toward URP-compatible shader structures - templates and explains how to recreate familiar BiRP conveniences.
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· <shaders><intermediate><library><open><related><source><without><hlsl> - Porting Shader Code from Built-in RP to LWRP (johnsietsma, Oct 2018)
Historical but still cited for understanding BiRP→URP migration pain points and shader rewrite checklists.
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· <shaders><intermediate><library><built><open><source><without><hlsl> - Ronja
’s tutorials hub indexes dozens of beginner-friendly Unity shader lessons - from UV basics, fire, and fwidth anti-aliasing to compute buffers and post effects.
Each post ships c
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· <shaders><intermediate><built><language><one><related><hlsl> - Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview
Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview is a technical blog article by Amar Patel.
DirectX Developer Blog announcement by Amar Patel of Shader Model 6.10…
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· <shaders><intermediate><dxc><memory><one><source><hlsl> - An Experimental Approach to printf in HLSL
An Experimental Approach to printf in HLSL is a December 2025 technical post by Chris Bieneman describing a holiday prototype for GPU-side printf in HLSL.
It covers GPU string…
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· <shaders><dxc><features><language><without><hlsl> - Kink3d GitHub - kMirrors
Kink3d’s kMirrors offers planar reflection rendering helpers for Unity - extra cameras, render textures, and shaders to fake mirrors on flat surfaces.
Documents performance cost
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