- 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
· <intermediate><blog><developer><developers><fit><free><includes><threads> - 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><above><based><before><covers><free><gpu> - 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
· <intermediate><blog><before><complements><developers><diving><free><threads> - 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><detail><every><free><gpu><use> - 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
· <intermediate><blog><based><developers><free><links><post><programmer> - 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><based><before><core><developers><free><hardware> - Cyanilux GitHub - Shader Graph Variables
ShaderGraphVariables by Cyanilux provides editor tooling or samples for managing Shader Graph blackboard variables consistently across graphs - reducing magic strings and duplicate
100% match
· <intermediate><before><blog><developers><free><includes><use><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
· <intermediate><before><blog><developers><free><post><samples><use> - 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><blog><developers><free><use><useful><video> - phi-lira GitHub - Custom SRP Template
Educational stepping stone before customizing URP/HDRP or writing company-specific renderers.
100% match
· <before><blog><developers><free><includes><use><useful><without> - Unity GitHub - C# Reference
UnityCsReference is Unity’s C# reference source mirror - Editor and Runtime scripting APIs with implementation readable for debugging mysterious engine behavior.
Not shader-spec
100% match
· <intermediate><before><blog><developers><free><includes><use><useful> - Zalo GitHub - Math Utilities
Engine-agnostic numerics with MIT-style licensing typical of small utility repos (verify LICENSE file).
100% match
· <code><intermediate><before><blog><developers><free><set><useful> - phi-lira Gist - URP PBR Template
Paste starting point for programmers who need PBR compliance without Shader Graph overhead or black-box generated code.
100% match
· <intermediate><above><before><blog><developers><free><use><useful> - Mixture
Blend of Substance-like workflow with Unity integration; active open-source development on GitHub.
100% match
· <intermediate><based><before><blog><developers><free><use><useful> - Porting Shader Code from Built-in RP to LWRP (johnsietsma, Oct 2018)
Historical but still cited for understanding BiRP→URP migration pain points and shader rewrite checklists.
100% match
· <intermediate><based><before><blog><developers><free><use><useful> - Introducing CUDA Rust: Two Tracks for Writing GPU Kernels
NVIDIA Technical Blog introducing CUDA Rust via cuda-oxide (SIMT kernels compiled to PTX) and cutile-rs (tile-based kernels on stable Rust).
100% match
· <code><blog><bentz><based><cuda><cutile><gpu><introducing> - meshoptimizer - v1.2
meshoptimizer - v1.2 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.2 release notes introducing experimental MikkTSpace-based tangent frame generation,…
100% match
· <code><advanced><based><covers><detail><developers><introducing><useful> - Slang: Bridging Graphics and Machine Learning
Slang: Bridging Graphics and Machine Learning is a recorded talk by Shannon Woods, presented at High-Performance Graphics (HPG).
HPG talk by Shannon Woods (NVIDIA / Khronos…
100% match
· <code><intermediate><covers><detail><free><nvidia><useful><video> - 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><covers><detail><developers><dsl><free><gpu> - Partial Graphics Programs
Partial Graphics Programs is a technical blog article by Nada Ouf.
DirectX Developer Blog detailing Partial Graphics Programs in Agility SDK 1.721-preview: split pipeline…
100% match
· <code><blog><advanced><covers><detail><developer><developers><diagrams>