- 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><camera><depth><examples><free> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
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· <shaders><blog><camera><depth><examples><free><project><reconstructs> - 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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· <shaders><blog><free><linked><outlines><programmers><screen><space> - 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><camera><comfort><depth><free><linked><orthographic> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
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· <advanced><blog><each><examples><expects><free><linked><programmers> - 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><camera><linked><notes><sections><shading><space> - Custom Post Processing in URP / Unity 2021.3 (Febucci)
Federico Bellucci's May 2022 Febucci article covers custom post-processing in Unity URP on Unity 2021.x (URP 12.1.5), when volume-backed custom effects lacked clear docs.
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· <code><shaders><blog><examples><free><linked><previous><programmers> - Deferred Shading (CatlikeCoding)
Rendering 13 on Catlike Coding is Jasper Flick's chapter on Unity deferred shading, part of the Built-in RP Rendering series (Unity 5.5).
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· <advanced><blog><free><linked><method><only><previous><programmers> - 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><blog><free><geometry><need><notes><programmers><shading> - 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><compute><free><gpu><linked> - 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><building><companion><linked><notes><page><programmers> - SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination
[video] SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination is a YouTube recording of Tiago Sousa's Advances talk on idTech8 global…
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· <code><shaders><advanced><contrasts><free><per><probe><stable> - 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><shaders><building><depth><each><free><programmers><project> - 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><examples><free><gpu><need><programmers> - 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><camera><comfort><free><origins><project><tradeoffs> - 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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· <code><advanced><abstract><free><geometry><method><need><only> - 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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· <code><free><grid><need><programmers><projection><screen><useful> - 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><need><notes><programmers><space><technical> - 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><shaders><blog><compute><depth><fixed><free><gpu> - 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><blog><compute><depth><free><need>