- 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><entry><free><rather><renderer><sample> - 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><entry><free><material><model><rather><shader> - 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><free><material><production><public><rather><reference><shader> - 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><best><free><implementation><include> - 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.
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· <access><free><include><shader><source><understand><want><without> - 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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· <already><free><rather><reference><shader><shared><want><without> - 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.
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· <shaders><already><free><include><material><shader><shading><via> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
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· <shaders><diffuse><implementation><implements><reference><sample><single><specular> - A silly diffuse shading model
A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early…
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· <shaders><diffuse><free><model><shader><shading><single><useful> - 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><free><include><model><plus><shader> - Early-bird deadline for the Shading Languages Symposium 2026
Early-bird deadline for the Shading Languages Symposium 2026 points to the Khronos Group page for the in-person symposium held 12-13 February 2026 in San Diego, right after…
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· <code><shaders><access><plus><points><public><shader><shading> - Getting started with BGFX
[video] Getting started with BGFX is a YouTube playlist by Game Coder Nz that walks through the bgfx cross-platform rendering library from a blank project to basic 3D and UI…
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· <code><library><shaders><api><entry><free><rather><renderer> - 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><already><free><material><path><reference> - 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><api><cuda><free><model><public><shader> - Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling
Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling presents a Utah Graphics Lab method by Pengpei Hong, Meng Duan, Beibei Wang, Cem Yuksel,…
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· <code><advanced><access><free><path><sample><specular><useful> - 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><diffuse><free><path><shader><shading> - 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><free><material><model><path><sample><shader><useful> - SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events
SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events is a Slang project blog post by Shannon Woods announcing public recordings and downloads from…
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· <code><shaders><access><advanced><entry><free><points><production> - Reinforcement Learning 04 : Motion Fields For Interactive Character Animation
Reinforcement Learning 04 : Motion Fields For Interactive Character Animation is a YouTube implementation talk on the Animation Tech channel where Jerome rebuilds ideas from the…
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· <code><advanced><free><helpers><implementation><plus><rather><shared> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
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· <code><shaders><advanced><free><plus><rather><renderer><repository>