- 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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· <general><across><also><examples><explaining><free><mesh><online> - 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
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· <explaining><free><games><like><methods><online><pipelines><related> - 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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· <beginner><also><examples><free><games><look><online><pipelines> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
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· <free><games><mesh><meshes><need><online><pipelines><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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· <basic><choices><concrete><constraints><free><intermediate><look><meshes> - Constraint-Based Tile Generators (BorisTheBrave)
Constraint-Based Tile Generators is BorisTheBrave's October 2021 survey unifying WaveFunctionCollapse and Model Synthesis as constraint-based tile generators that fill a grid under hard local rules.
Boris organizes variants by model (adjacency versus overlapping patches), constraint inference from samples, labels, or tile borders, solvers from arc consistency to Z3, cell and tile heuristics, contradiction handling, and non-square grids.
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· <general><basic><constraints><examples><free><look><online><part> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
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· <general><beginners><examples><free><good><intermediate><online><pipelines> - 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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· <also><basic><best><examples><free><good><like><look> - Marching Squares/Cubes (BorisTheBrave)
First article in Boris The Brave's free meshing series (Adam Newgas) on boristhebrave.com.
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· <general><free><games><mesh><online><pipelines><related><use> - 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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· <beginner><video><across><basic><fifteen><free><intermediate><useful> - 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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· <examples><free><like><need><pointer><single><surface><useful> - MeshSplatting: Differentiable Rendering with Opaque Meshes
MeshSplatting: Differentiable Rendering with Opaque Meshes presents a mesh-based novel view synthesis method by Jan Held and collaborators that jointly optimizes geometry and…
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· <appearance><familiarity><free><helps><mesh><meshes><need><pipelines> - Filtering -Vs- Graphics
This is a technical talk by Timothy Lattis on the Neo Graphics channel on what perfect, content-independent filtering would require versus common real-time graphics practice.
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· <general><edge><examples><film><free><like><need><useful> - Introducing geometric algebra
Introducing geometric algebra is the opening YouTube episode of the All Angles geometric algebra series, framing why the geometric product unifies tools used in graphics and…
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· <beginner><video><also><basic><beginners><free><intermediate><useful> - Neural Shading Course: Part 1 - Introduction
Neural Shading Course: Part 1 - Introduction is the opening NVIDIA Game Developer YouTube session of a course on neural and trainable shading inside real-time pipelines.
It…
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· <discusses><familiarity><free><helps><optimization><part><pipelines><required> - How animation hides LOD Transitions
How animation hides LOD Transitions is a Simplygon blog post by product expert Jesper Tingvall measuring how walk and run animation changes visible LOD pop distance in Unity with…
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· <general><familiarity><free><helps><intermediate><lod><need><pipelines> - Terrain Shader Structure - Terrain Shaders - Episode 3
[video] Terrain Shader Structure - Terrain Shaders - Episode 3 is a Ben Cloward YouTube tutorial on the overall structure of multi-layer terrain materials in Unreal Engine and…
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· <video><basic><beginners><concrete><free><intermediate><single><useful> - Coding Adventure: Simulating Smoke
This YouTube Coding Adventure video by Sebastian Lague builds a grid-based smoke simulation from first principles as one episode in the Coding Adventures series.
It covers…
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· <video><basic><concrete><edge><free><helps><modeling><need> - Your First Shader | Unity Shader Code Basics 01
Your First Shader | Unity Shader Code Basics 01 is a beginner YouTube tutorial by Daniel Ilett that writes a Unity 6 URP unlit Hello World shader from an empty file in ShaderLab…
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· <beginner><video><beginners><beyond><free><lesson><mesh><meshes> - But what is a Laplace Transform?
But what is a Laplace Transform? is a 3Blue1Brown YouTube lesson that builds visual intuition for the Laplace transform as a tool that exposes exponential pieces inside functions…
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· <video><basic><beyond><free><helps><lesson><like><methods>