- 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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· <intermediate><basic><concrete><demos><driven><free><full><screen> - 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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· <intermediate><builds><fluid><helps><math><series><stored><vector> - 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><based><basic><covers><drawing><first><free><model> - 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><aimed><based><free><may><need><updates><want> - 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><already><free><helps><ideas><live><math><need> - 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><already><approachable><basic><edge><ideas><interactive><iterating> - 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><already><based><basic><free><interactive><math><screen> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
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· <intermediate><aimed><approachable><based><basic><driven><free><screen> - 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.
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· <intermediate><concrete><free><need><useful><walkthrough><want><without> - 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.
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· <intermediate><based><basic><free><may><useful><walkthrough><want> - 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
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· <intermediate><video><lague><adventures><coding><fluid><free><ideas> - From OpenGL to Vulkan
Short conceptual guide comparing OpenGL habits with Vulkan's explicit model, based on porting a basic engine.
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· <code><aimed><based><basic><covers><mental><model><programmers> - I Tried Coding my own Graphics Library
Sebastian Lague Coding Adventures video on building a lightweight Vulkan graphics and compute library in C++.
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· <code><intermediate><video><lague><adventures><aimed><coding><covers> - Generating Mipmaps // Vulkan For Beginners #31
Generating Mipmaps // Vulkan For Beginners #31 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial series.
Episode 31 of OGLDEV’s…
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· <code><video><aimed><already><episode><free><path><programmers> - 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,…
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· <code><aimed><based><covers><live><new><programmers><useful> - 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><intermediate><video><aimed><free><modeling><programmers><screen> - 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…
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· <code><aimed><covers><free><programmers><sebastian><useful><video> - 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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· <intermediate><aimed><divergence><free><new><one><programmers><updates> - 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)…
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· <code><math><aimed><coding><free><one><programmers><useful> - Implicit Surface rendering for CAD
Implicit Surface rendering for CAD is a technical blog article by Francis Le Roy.
Long-form blog on interactively rendering arbitrary implicit surfaces in a CAD prototype…
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· <code><math><aimed><free><one><programmers><useful><visualization>