- Custom Renderer Features (Cyanilux)
Long-form Cyanilux guide to URP ScriptableRendererFeature and ScriptableRenderPass code: example effects, RTHandle setup, blit paths, and Unity 6 Render Graph notes.
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· <code><shaders><advanced><blog><entry><features><free><notes> - Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
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· <code><shaders><advanced><blog><bit><entry><free><post> - Intro to the Shader Pipeline (Cyanilux)
Introductory Cyanilux blog post on Unity meshes, shader stages, render pipelines, materials, C# property setup, batching, and forward versus deferred paths.
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· <code><shaders><blog><entry><free><model><post><related> - 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.
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· <code><shaders><blog><developers><entry><free><larger><post> - Writing Shader Code in Universal RP (v2) (Cyanilux)
Writing Shader Code in Universal RP (v2) is Cyanilux's ShaderLab and HLSL guide for Unity URP (2021, updated 2022).
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· <code><shaders><advanced><blog><developers><entry><free><shader> - 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><blog><developer><free><linked><point><post><related> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
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· <shaders><blog><developer><developers><free><linked><long><related> - 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><blog><cover><developers><helps><linked><notes><opacity> - Parallax Mapping (CatlikeCoding)
Catlike Coding’s Rendering series part 20 adds parallax mapping to the custom “My First Lighting Shader” track (Unity 2017.1), closing the gap with Standard shader height features.
Explains why normal maps alone lack view-dependent parallax, then implements offset mapping and ray-marched height-field intersection with adjustable step counts on a test quad.
Builds on earlier parts (lighting, shadows, instancing).
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· <shaders><blog><free><linked><point><related><shader><support> - Vulkan Hardware Database Quick Filters
Blog post about replacing the Vulkan Hardware Database global pre-filters with in-place quick filters on every view.
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· <code><blog><developers><hardware><post><query><related><support> - Cooperative Vectors Introduction
Technical introduction to Cooperative Vectors (long vectors) for neural network inference and training in shaders, written from experience in the Evolve rendering engine.
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· <code><shaders><advanced><blog><aimed><experience><features><long> - 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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· <code><shaders><advanced><blog><driver><dxc><features><free> - Realtime Raytracing in Bevy 0.18 (Solari)
Realtime Raytracing in Bevy 0.18 (Solari) is a December 2025 development post by jms55 on quality and performance work for Solari, Bevy's dynamic ray-traced lighting path planned…
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· <code><shaders><advanced><blog><free><larger><long><notes> - No Graphics API
No Graphics API is a December 2025 long-form essay by Sebastian Aaltonen arguing that modern bindless GPUs no longer need the retained-mode complexity of DirectX 12, Vulkan, and…
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· <code><advanced><blog><barriers><bit><cover><driver><free> - Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float
Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float is a December 2025 deep dive by Adam Sawicki on how ID3D12GraphicsCommandList clear-UAV helpers fill…
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· <code><advanced><blog><barriers><cpu><float><free><limits> - Around The World, Part 28: Scaling up
This is part 28 of Thomas ten Cate's Around The World development blog about an early-stage sea exploration game in Godot.
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· <code><blog><bit><developers><free><helps><long><point> - Focus on Your Algorithm—NVIDIA CUDA Tile Handles the Hardware
This is an NVIDIA developer blog by Jonathan Bentz and Tony Scudiero introducing CUDA Tile in CUDA 13.1 as a virtual instruction set for tile-based GPU programming that abstracts…
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· <code><blog><developer><developers><free><hardware><links><post> - VK_EXT_present_timing: the Journey to State-of-the-Art Frame Pacing in Vulkan
This is a Khronos blog post by NVIDIA driver engineer Lionel Duc on VK_EXT_present_timing and bringing time-based frame pacing to Vulkan swapchains.
It covers limits of opaque…
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· <code><advanced><blog><cpu><developers><driver><extension><free> - Minimalist ray-tracing leveraging only acceleration structures
This is an AnKi 3D Engine blog post by Panagiotis Christopoulos Charitos on a lightweight potato-mode ray-tracing path using only acceleration structures and ray queries instead…
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· <code><shaders><advanced><blog><dxr><free><hardware><long> - Better sRGB to greyscale conversion
Better sRGB to greyscale conversion is an October 2025 technical blog post on 30fps.net about converting gamma-encoded sRGB to greyscale without misusing Rec.
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· <shaders><blog><free><helps><model><notes><post><related>