- A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
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· <blog><access><developers><free><games><gpu><online><oriented> - 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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· <intermediate><blog><design><developers><free><production><threads><via> - 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><blog><access><avoid><buffer><compute><cpu><device> - 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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· <general><intermediate><blog><developers><free><games><library><page> - Partial Derivatives (ddx, ddy, fwidth) (Ronja)
Ronja’s tutorial 046 demystifies HLSL partial derivatives: ddx and ddy measure how a value changes across 2×2 pixel quads, and fwidth combines them for screen-space-aware filtering.
Demonstrates greyscale debug views, then builds an anti-aliased step (aaStep) that widens cutoffs by one pixel’s gradient - reducing jaggy fire, toon bands, and procedural edges versus raw step().
Includes a scrolling noise fire shader comparing step, aaStep, and smoothstep.
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· <intermediate><blog><access><free><function><gpu><like><online> - Anthelmed GitHub - Unity-URP-Blurred-Buffer-Outlines
Anthelmed’s Unity-URP-Blurred-Buffer-Outlines repo demonstrates outline rendering via blurred G-buffer or color buffer passes in Universal RP.
Provides shader/renderer feature p
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· <general><intermediate><access><buffer><developers><free><online><source> - ccontinisio GitHub - Toon Shader for Unity
Community learning repo - not official Nintendo content - showing how artists approximate rim-lit cel shading with HLSL/Shader Graph era tools.
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· <intermediate><access><developers><free><online><page><source><useful> - ColinLeung-NiloCat GitHub - UnityURP-MobileDrawMeshInstancedIndirectExample
ColinLeung-NiloCat’s MobileDrawMeshInstancedIndirect example shows grass/foliage-style GPU instancing on mobile URP using DrawMeshInstancedIndirect and compute-friendly buffers.
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· <code><access><compute><developers><free><online><source><useful> - AI + RenderDoc Integration: Automated GPU Analysis
Khronos Vulkan documentation page on feeding RenderDoc capture state to an AI agent via renderdoccmd for programmatic GPU debugging.
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· <code><intermediate><developers><documentation><gpu><page><source><via> - I Tried Coding my own Graphics Library
Sebastian Lague Coding Adventures video on building a lightweight Vulkan graphics and compute library in C++.
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· <code><intermediate><compute><design><developers><device><early><gpu> - 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><general><intermediate><access><design><early><language><languages> - 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><intermediate><blog><developers><early><free><simpler><stage> - 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><intermediate><blog><authors><developers><free><gpu><handles> - GSWT: Gaussian Splatting Wang Tiles
GSWT: Gaussian Splatting Wang Tiles presents a SIGGRAPH Asia 2025 method by Yunfan Zeng, Li Ma, and Pedro V.
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· <code><background><free><goal><local><page><runtime><thread> - AMD GPU Debugger
AMD GPU Debugger is a December 2025 technical blog post by Abdelhadi on building an AMD GPU debugger outside ROCm, inspired by Marcell Kiss and limited tools such as rocgdb.
It…
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· <code><blog><buffer><compute><free><gpu><page><useful> - Lighting mannequin
Lighting Mannequin is an October 2025 production blog post by Peter Strahle on lighting workflows for the Quest 2 multiplayer VR title Mannequin.
It covers readable path…
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· <code><blog><cpu><free><games><gpu><page><production> - 2D axis aligned bounding boxes
2D axis aligned bounding boxes is a reference article by Inigo Quilez with compact GLSL helpers that compute 2D AABBs for many of his published 2D signed distance field…
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· <code><intermediate><blog><access><compute><developers><free><lists> - Introducing the Vulkan Drivers Tab
Introducing the Vulkan Drivers Tab is a LunarG blog post on a new Drivers section in the Vulkan Configurator (vkconfig) shipped with Vulkan SDK 1.4.328.0.
It covers adding…
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· <code><intermediate><blog><developers><device><free><gpu><install> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits.
It…
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· <code><intermediate><blog><compute><developers><device><free><gpu> - 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><blog><access><evaluating><free><links><production><roadmap>