- Swapping Colours (Cyanilux)
Swapping Colours is a February 2023 Cyanilux post on recolouring textures and procedural inputs in Unity Shader Graph for 3D, sprites, UI, or signed-distance shapes.
Sections cover Tint, Lerp, channel-packed greys, mask textures, Replace Color, Blend modes, gradient ramps as textures, and palette index lookups.
100% match
· <blog><developers><forms><free><full><intended><model><one> - 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
100% match
· <blog><article><developers><follow><free><full><intermediate><via> - 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…
100% match
· <blog><advanced><article><community><data><developers><engine><post> - 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.
100% match
· <code><blog><article><free><full><official><post><time> - 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,
100% match
· <code><advanced><blog><article><buffer><data><direction><example> - Edge detection outlines (Alexander Ameye)
Alexander Ameye's December 2024 note shows screen-space edge detection outlines for Unity 6 and Unity 2022.3+ on URP, citing stylized games such as Mars First Logistics and Rollerdrome.
A ScriptableRendererFeature adds a full-screen pass (Execute on 2022, Render Graph on Unity 6) and a Hidden/Edge Detection HLSL shader.
100% match
· <advanced><blog><api><article><developers><free><new><post> - 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.
100% match
· <blog><already><article><community><developers><engine><free><intermediate> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
100% match
· <blog><already><article><data><explains><intermediate><page><readers> - Introducing WebGPU-Bench: A WebGPU Microbenchmark
Blog post introducing webgpu-bench, a WebGPU micro-benchmark suite used by Web3D Survey to measure arithmetic, memory access, operation costs, and compute strategies.
100% match
· <code><blog><data><developers><explains><memory><post><strategies> - From OpenGL to Vulkan
Short conceptual guide comparing OpenGL habits with Vulkan's explicit model, based on porting a basic engine.
100% match
· <code><blog><buffers><descriptor><engine><know><layouts><model> - Learning the integral of a diffusion model
Blog post by Sander Dieleman explaining flow maps as models that predict any point on a diffusion noise-to-data path from any other point, instead of only the local tangent…
100% match
· <advanced><blog><already><data><direction><model><path><post> - 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
· <blog><article><free><full><intermediate><know><model><one> - 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><advanced><blog><article><free><model><post><time> - 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><february><follow><frames><group><invited><khronos><official> - 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…
100% match
· <code><advanced><blog><already><article><fixes><free><intermediate> - 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…
100% match
· <code><advanced><blog><api><buffer><complexity><descriptors><explosion> - OpenUSD Core Spec 1.0 is Here: Now We Need You
OpenUSD Core Spec 1.0 is Here: Now We Need You is an Alliance for OpenUSD blog post by Aaron Luk and Nick Porcino announcing ratification of the OpenUSD Core Specification…
100% match
· <code><blog><advanced><article><core><data><follow><frames> - Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float
Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float is a December 2025 deep dive by Adam Sawicki on how ID3D12GraphicsCommandList clear-UAV helpers fill…
100% match
· <code><advanced><blog><amd><article><buffers><contrasts><descriptor> - 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.
100% match
· <code><blog><article><developers><free><full><intermediate><post> - 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…
100% match
· <code><already><free><full><model><new><one><path>