- Book (w/ Turnable Pages) Breakdown (Cyanilux)
Cyanilux breakdown of a URP spellbook with vertex-shader page turns, flipbook page textures, dual Lit Graphs, pooling C# driver, and optional Blender setup notes.
100% match
· <intermediate><free><index><material><models><shader><step><texture> - Custom Renderer Features (Cyanilux)
Long-form Cyanilux guide to URP ScriptableRendererFeature and ScriptableRenderPass code: example effects, RTHandle setup, blit paths, and Unity 6 Render Graph notes.
100% match
· <code><free><index><one><prior><separate><shader><step> - GPU Instanced Grass Breakdown (Cyanilux)
A Cyanilux URP breakdown on GPU-instanced grass: procedural draw APIs, structured buffers, Shader Graph instancing hooks, and optional indirect draws with compute frustum culling.
100% match
· <intermediate><draw><free><gpu><index><one><set><shader> - Intro to the Shader Pipeline (Cyanilux)
Introductory Cyanilux blog post on Unity meshes, shader stages, render pipelines, materials, C# property setup, batching, and forward versus deferred paths.
100% match
· <code><data><free><index><material><mesh><set><shader> - 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><free><index><mesh><needed><one><shader><step> - Writing Shader Code in Universal RP (v2) (Cyanilux)
Writing Shader Code in Universal RP (v2) is Cyanilux's ShaderLab and HLSL guide for Unity URP (2021, updated 2022).
100% match
· <code><batched><draw><free><index><looking><material><shader> - 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.
100% match
· <access><draws><free><gpu><models><oriented><series><shader> - 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><concrete><driven><earlier><follow><free><material><shader> - Youtube > Makin' Stuff Look Good in Unity
YouTube channel “Makin’ Stuff Look Good in Unity” (UCEklP9iLcpExB8vp_fWQseg) publishes stylized rendering breakdowns - particles, trails, shaders, and URP/HDRP tips for indie polis
100% match
· <intermediate><video><access><free><learners><series><shader><topics> - Low-Level Graphics in C – Pixel Manipulation and Frame Buffers
freeCodeCamp course video by Gustavo Patsy on low-level pixel graphics in C with SDL3.
100% match
· <code><beginners><buffers><course><indexing><know><loop><texture> - 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…
100% match
· <code><intermediate><video><already><concrete><covers><drawing><driven> - 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.
100% match
· <intermediate><beginners><covers><follow><free><material><shader><step> - 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><video><beginner><beginners><covers><episode><follow><free> - 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><buffers><covers><earlier><free><gpu><one> - 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…
100% match
· <code><access><course><covers><free><index><prior><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…
100% match
· <code><video><covers><data><episodes><free><prior><separate> - 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…
100% match
· <intermediate><video><course><covers><free><lesson><prior><useful> - 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,…
100% match
· <code><intermediate><already><beginners><course><covers><free><gpu> - Optimizing GPU-driven particle system to run 4x faster
The burning-object effect already simulates and draws on the GPU with compute shaders, append buffers, indirect dispatch, and indirect instanced rendering; this piece profiles each pass and tighten…
90% match
· <intermediate><buffers><draw><driven><follow><gpu><indirect><mesh> - From OpenGL to Vulkan
Short conceptual guide comparing OpenGL habits with Vulkan's explicit model, based on porting a basic engine.
90% match
· <code><buffers><covers><descriptor><know><sets><shader><vulkan>