- 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><advanced><blog><first><free><low><need><programmers> - 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><design><form><free><level><long><public><shader> - 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><cited><com><cover><post><sections><style> - 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><arguments><buffer><com><examples><first> - 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><apis><area><com><free><longer><need><shader> - 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
· <blog><first><free><gpu><know><like><programmers><shader> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
100% match
· <blog><com><cover><first><form><free><long><post> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
100% match
· <blog><apis><free><hardware><know><post><sections><shader> - ColinLeung-NiloCat GitHub - URP Surface Shader Solution
UnityURP-SurfaceShaderSolution bridges legacy Surface Shader workflows toward URP-compatible shader structures - templates and explains how to recreate familiar BiRP conveniences.
100% match
· <examples><free><know><need><raw><shader><surface><useful> - Cyanilux GitHub - URP Blit Renderer Feature
URP_BlitRenderFeature demonstrates a ScriptableRendererFeature that performs full-screen blits in Universal RP - template for custom post effects, copying buffers, or chaining pass
100% match
· <bit><buffer><com><examples><free><post><shader><useful> - Kink3d GitHub - kMirrors
Kink3d’s kMirrors offers planar reflection rendering helpers for Unity - extra cameras, render textures, and shaders to fake mirrors on flat surfaces.
Documents performance cost
100% match
· <com><examples><free><like><mode><shader><single><useful> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
100% match
· <api><form><free><gpu><long><post><sebastian><shader> - NoGraphicsAPI
C++20 graphics library implementing bindless GPU-pointer and descriptor-heap ideas from the No Graphics API blog and talk.
100% match
· <code><advanced><api><bindless><examples><gpu><like><memory> - What happens when a GPU reads memory
Deep technical blog post by Fergus Finn tracing a CUDA global load (LDG) on an RTX 4090 from warp issue through coalescing, L1/TLB, crossbar, L2, and DRAM.
100% match
· <code><optimization><advanced><blog><cuda><gpu><hardware><know> - Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs
Extended video talk by Sebastian Aaltonen on why modern graphics APIs and drivers grew so complex and what a cleaner design for current GPUs could look like.
100% match
· <code><advanced><aaltonen><api><apis><complexity><current><design> - What To Learn To Be A Real Time Graphics Programmer
Alan Wolfe career guide for becoming hireable as a real-time graphics programmer, splitting the path into modern explicit APIs (DX12/Vulkan/Metal) versus GPU lighting, shading,…
100% match
· <blog><apis><gpu><metal><modern><pointers><programmers><versus> - Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek)
Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek) is a recorded talk by Sebastian Sydow, presented at RustNL.
RustWeek 2026 talk by Sebastian Sydow…
100% match
· <code><advanced><free><gpu><pointer><post><programmers><sebastian> - Computing Camera Rays
Computing Camera Rays is a technical blog article by Christoph Peters.
Blog post deriving camera-ray origin, direction, and far-plane length from a world-to-clip matrix so…
100% match
· <code><advanced><blog><diagrams><free><html><listings><post> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
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· <optimization><blog><diagrams><free><gpus><html><isa><level> - Why does ASTC use ISE when almost nothing else does?
Why does ASTC use ISE when almost nothing else does? is a technical blog article by Fabian Giesen.
Technical blog explaining ASTC integer sequence encoding (trits and quints)…
100% match
· <code><advanced><blog><bit><diagrams><free><html><post>