- 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.
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· <shaders><intermediate><blog><developers><distance><free><functions><matter> - 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><intermediate><blog><article><content><demos><developers><free> - 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><intermediate><blog><article><bounding><developers><many><notes> - 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,
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· <code><shaders><blog><access><article><bounds><build><compute> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
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· <intermediate><access><developers><free><include><need><notes><shader> - 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.
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· <intermediate><blog><already><article><developers><free><live><many> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <intermediate><blog><already><article><explains><notes><page><query> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
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· <shaders><intermediate><blog><already><article><content><distance><field> - Recreating Civ VI Fog of War Effect (Lexdev)
Lexdev’s case study rebuilds Civilization VI - style fog of war in Unity using shader tricks that hide unexplored terrain while keeping explored areas readable.
Explains texture masks, blending, and map interaction constraints typical of 4X strategy cameras.
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· <code><shaders><intermediate><blog><access><article><compute><developers> - Smooth-Maximum, the most useful function
Smooth-Maximum, the most useful function is a free YouTube video on the Inigo Quilez channel.
Inigo Quilez video deriving smooth maximum functions from algebraic rewrites of…
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· <math><shaders><intermediate><quilez><access><free><functions><inigo> - Kiln: WebGPU-Native Out-of-Core Volume Rendering for Multi-GB Datasets
DEV Community article introducing Kiln, a WebGPU-native out-of-core volume renderer that streams multi-GB brick pyramids over HTTP with a fixed VRAM page cache and compute…
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· <code><shaders><blog><article><compute><demos><developers><page> - Vulkan Ecosystem and SDK Survey - February 2026
Vulkan Ecosystem and SDK Survey - February 2026 is a SurveyMonkey collector link whose listing title identifies it as a February 2026 Vulkan ecosystem and SDK survey.
The page…
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· <code><access><content><developers><free><page><results><useful> - Introducing Eyot - A programming language where the GPU is just another thread
Introducing Eyot - A programming language where the GPU is just another thread is a March 2026 announcement by Duncan Steele of Cowley Fornia Studios for Eyot, an early-stage…
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· <code><intermediate><blog><access><compute><developers><free><lists> - 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><math><intermediate><aligned><already><demos><free><live> - 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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· <math><shaders><intermediate><blog><article><free><need><notes> - 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><intermediate><blog><compute><developers><free><functions> - SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events
SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events is a Slang project blog post by Shannon Woods announcing public recordings and downloads from…
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· <code><shaders><blog><access><each><free><live><shader> - Reinforcement Learning 04 : Motion Fields For Interactive Character Animation
Reinforcement Learning 04 : Motion Fields For Interactive Character Animation is a YouTube implementation talk on the Animation Tech channel where Jerome rebuilds ideas from the…
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· <code><math><demos><field><free><functions><helpers><live> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <code><intermediate><blog><already><article><build><compute><copy> - 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><math><shaders><blog><article><compute><cut><free>