- A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
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· <blog><article><coding><free><gpu><long><shaders><still> - Blur Renderer Feature Example/Template for URP / Unity 2021.2 (Alexander Ameye)
Custom Render Passes in Unity is Alexander Ameye's July 2021 ameye.dev note on URP ScriptableRendererFeature and ScriptableRenderPass boilerplate, heavily commented where Unity SRP documentation still feels sparse.
The sample applies a two-pass box blur: blit camera color to a temporary buffer, blur vertically then horizontally, with adjustable strength and downsampling.
100% match
· <code><intermediate><blog><article><basic><free><pass><pipeline> - 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><article><basic><demos><form><free><image> - 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><blog><article><basic><because><free><gpu><instead> - 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><animated><art><article><circle><free> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <general><intermediate><blog><article><basic><diagrams><html><interactive> - 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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· <intermediate><blog><art><article><assumed><basic><free><interactive> - 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.
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· <intermediate><blog><article><free><gpu><instead><like><pixels> - A field guide to rendering: from triangles to Gaussians
Long-form field guide by Nikolaos Papadopoulos surveying how 3D scenes become pixels, framed as object-order versus image-order strategies.
100% match
· <code><general><blog><demos><form><image><interactive><long> - 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><intermediate><basic><cells><coding><demos><free><interactive> - 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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· <intermediate><blog><article><free><image><path><pipeline><post> - 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><intermediate><blog><basic><free><generated><gpu><html> - 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><blog><experience><free><live><post><prior><useful> - 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><basic><character><coding><comfortable><demos><free><interactive> - But what is a Laplace Transform?
But what is a Laplace Transform? is a 3Blue1Brown YouTube lesson that builds visual intuition for the Laplace transform as a tool that exposes exponential pieces inside functions…
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· <intermediate><animated><basic><comfortable><diagrams><free><like><multi> - 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><article><form><free><gpu><html> - 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><blog><appendices><article><directional><free><html><intermediate> - Slughorn, MIT-licensed GPU-agnostic Slug font/glyph rendering library for OpenGL/OSG/Vulkan and all GPU-driven graphics APIs
AlphaPixel blog post announcing Slughorn, an MIT-licensed C++20 library that adapts Eric Lengyel’s Slug-style GPU curve data for OpenGL, Vulkan, OSG, and related APIs.
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· <code><intermediate><blog><demos><glyph><gpu><path><post> - 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…
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· <blog><instead><path><post><readers><sampling><want> - How sparse resources helped my GPU-driven renderer memory usage
Blog post by Zino on using D3D12 sparse (tiled/reserved) resources to manage large persistent buffers in a GPU-driven renderer.
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· <code><blog><gpu><post><readers><renderer><scenes>