Shading Languages Symposium 2026 Trip Report
- Auto-discovered
Keith Stockdale
Visit resource ↗Description
Article series by Keith Stockdale (Rare Ltd) on the first Shading Languages Symposium in 2026, where he spoke on a pure-HLSL shader test framework. The index links a talk playlist and three follow-up posts.
Parts cover the Qualcomm San Diego venue after Vulkanised, about sixty specialist attendees, and themes such as shader debugging, automated testing, HLSL strings, node and render graphs, shareable modules in Slang and WESL, and GPU C++ debates. Reflections discuss his talk and determinism Q&A.
For shading-language designers, compiler engineers, and engine programmers following HLSL, Slang, or WGSL/WESL tooling beyond day-to-day material graphs.
Free multi-page Clever Programming Pun blog with dated posts for overview, popular topics, and talk reflections.
Useful as a concentrated field report on SLS 2026 language and tooling discussion from a speaker who presented GPU unit testing.
Related resources
- Book (w/ Turnable Pages) Breakdown (Cyanilux)
Cyanilux breakdown of a URP spellbook with vertex-shader page turns, flipbook page textures, dual Lit Graphs, pooling C# driver, and optional Blender setup notes.
100% match · <shaders><blog><first><free><graphs><index><material><node> - 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.
100% match · <code><shaders><advanced><blog><free><graphs><index><programmers> - 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.
100% match · <code><shaders><advanced><about><blog><free><graphs><index> - Fire/Flame Shader Breakdown (Cyanilux)
Shader Graph breakdown of billboard fire on a quad: scrolling noise warps UVs for a flame texture or procedurally generated ellipse shapes, with per-instance randomization.
100% match · <shaders><blog><first><free><graphs><index><node><shader> - Hologram Shader Breakdown (Cyanilux)
A Shader Graph breakdown for Unity URP holograms: world-space scanlines from sine or frac, Fresnel rim, HDR additive tinting, plus optional UV distortion and glitch for quads.
100% match · <shaders><blog><first><free><graphs><index><node><shader> - 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.
100% match · <code><shaders><blog><free><graphs><index><material><render> - Tentacle Shader Breakdown (Cyanilux)
Tentacle Shader Breakdown is a May 2022 Cyanilux Shader Graph tutorial for Technically A Challenge (Technically Speaking Discord): a tentacle mesh wraps a movable target via vertex displacement and rotation, not tessellation. It walks Mesh setup in Blender, TentacleInteract C# for _Radius and _InteractPos, then vertex graph steps - Smoothstep offset, Z clamp, Rotate About Axis, normal rotation, sine length scaling, and sucker pulsation.
100% match · <shaders><about><blog><first><free><graphs><index><node> - Vertex Displacement (Cyanilux)
Vertex Displacement is a free Cyanilux blog tutorial (updated Jan 2023) on moving vertices in Unity Shader Graph, part of the site URP breakdown collection. It covers vertex versus fragment stages on the Master Stack, Object-space scale and offset with Time animation, and fragment-only node limits.
100% match · <shaders><about><blog><free><graphs><index><node><shader> - Khronos Announces Vulkanised 2027 and Real-Time Shading Symposium 2027
Khronos Group press release announcing co-located Vulkanised 2027 (February 8–10) and Real-Time Shading Symposium 2027 (February 11–12) at Howest University in Kortrijk, Belgium.
100% match · <code><shaders><debugging><languages><shader><shading><symposium><talk> - 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…
100% match · <shaders><about><article><blog><free><multi><programmers><shader> - 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…
100% match · <code><shaders><advanced><article><compiler><engineers><free><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…
100% match · <code><shaders><after><diego><follow><language><languages><page> - 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…
100% match · <code><shaders><cover><engine><free><index><playlist><programmers> - Painting Holes in Terrain - Terrain Shaders - Episode 10
[video] Painting Holes in Terrain - Terrain Shaders - Episode 10 is a Ben Cloward tutorial on enabling terrain hole painting in custom Unreal landscape materials and Unity Shader…
100% match · <shaders><engine><following><free><material><series><shader><shading> - 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…
100% match · <code><shaders><advanced><blog><engine><free><programmers><shader> - 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…
100% match · <code><advanced><blog><cover><debugging><free><gpu><page> - A series of tricks and techniques I learned doing tiny GLSL demos
A series of tricks and techniques I learned doing tiny GLSL demos is a December 2025 blog post by bµg about lessons from size-constrained GLSL demos after the earlier Red Alp…
100% match · <code><shaders><advanced><about><after><article><blog><free> - 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.
100% match · <shaders><about><article><blog><follow><free><material><programmers> - 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…
100% match · <code><shaders><beyond><first><follow><free><material><series> - 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…
100% match · <code><shaders><about><after><blog><free><gpu><links>