- 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
· <intermediate><blog><before><developers><free><mesh><need><position> - 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.
100% match
· <code><blog><before><covers><free><mesh><meshes><need> - 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><blog><before><color><covers><free><know><mesh> - 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
· <general><intermediate><blog><before><community><developers><engine><free> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
100% match
· <intermediate><blog><before><community><covers><developers><need><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.
100% match
· <intermediate><blog><before><cases><free><know><overview><point> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
100% match
· <intermediate><blog><before><color><community><developers><engine><free> - EricHu33 GitHub - UnityGrassRenderingIndirectExample
EricHu33’s UnityGrassIndirectRenderingExample demonstrates indirect instanced grass drawing with compute or GPU buffers for dense fields at lower CPU cost.
Focuses on DrawMeshIn
100% match
· <code><before><developers><free><terrain><use><useful><video> - 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><announces><covers><developers><february><group><khronos><press> - AMD DGF: An Open Geometry Compression Standard
AMD GPUOpen overview of Dense Geometry Format (DGF) as an open block-based geometry compression approach for dense ray-traced content.
100% match
· <code><intermediate><blog><announces><compression><developers><engine><extension> - 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><general><intermediate><covers><early><february><group><invited> - 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
· <intermediate><engine><free><meshes><need><opacity><terrain><useful> - 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><general><intermediate><blog><forum><free><group><need> - 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><intermediate><blog><covers><developers><early><free><point> - 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…
100% match
· <code><assets><covers><engine><free><gaussian><mesh><meshes> - Eliminate Slope Stretching - Terrain Shaders - Episode 8
Eliminate Slope Stretching is episode 8 of Ben Cloward's terrain shaders series.
100% match
· <intermediate><color><covers><engine><free><meshes><need><terrain> - 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…
100% match
· <code><intermediate><blog><basics><before><coexistence><covers><developers> - VK_EXT_present_timing: the Journey to State-of-the-Art Frame Pacing in Vulkan
This is a Khronos blog post by NVIDIA driver engineer Lionel Duc on VK_EXT_present_timing and bringing time-based frame pacing to Vulkan swapchains.
It covers limits of opaque…
100% match
· <code><blog><covers><developers><engine><extension><feedback><free> - 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><basics><color><covers><free><mesh><meshes><position> - 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><intermediate><blog><before><covers><developers><free><introducing>