- A Trip Through the Graphics Pipeline (2011)
A 13-part series explaining the D3D/OpenGL graphics pipeline as implemented on real GPUs - command processor, vertex processing, rasterization, depth/stencil, pixel shaders,…
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· <blog><compute><depth><fixed><pipeline><posts><shaders><vertex> - 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.
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· <code><shaders><blog><features><free><one><pipeline><render> - Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
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· <code><shaders><blog><about><buffers><depth><far><fragment> - Forcefield Shader Breakdown (Cyanilux)
Cyanilux URP Shader Graph forcefield: Fresnel edges, depth intersections, Scene Color refraction, noise distortion, and impact ripples via custom HLSL and C#.
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· <shaders><intermediate><blog><depth><developers><free><one><post> - 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.
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· <shaders><intermediate><blog><developers><free><gpu><one><post> - 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.
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· <code><shaders><blog><free><pipeline><post><render><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.
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· <shaders><intermediate><blog><about><before><developers><free><need> - Vertex Displacement (Cyanilux)
Vertex Displacement is a free Cyanilux blog tutorial (updated Jan 2023) on moving vertices in Unity Shader Graph, part of the site URP breakdown collection.
It covers vertex versus fragment stages on the Master Stack, Object-space scale and offset with Time animation, and fragment-only node limits.
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· <shaders><intermediate><blog><about><developers><fragment><free><post> - 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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· <shaders><blog><about><before><developers><free><gpu><posts> - Alexander Ameye
's blog at ameye.dev (alexanderameye.github.io) is a static Eleventy site documenting Unity graphics engineering experiments.
Sixteen indexed notes explain URP scriptable render passes, Shader Graph stylized water, realtime caustics, cavity and halftone effects, hemisphere sampling, holographic cards, and several outline methods.
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· <shaders><intermediate><blog><about><before><free><real><shader> - Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF.
One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion.
The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
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· <shaders><intermediate><blog><before><free><one><post><real> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
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· <code><shaders><blog><before><covers><free><need><one> - 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.
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· <code><shaders><intermediate><blog><about><basic><before><features> - Branching on a GPU (Jason Booth, Dec 2021)
Branching on a GPU is Jason Booth's December 2021 Medium essay on when shader branches help or hurt on modern GPUs.
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· <intermediate><blog><about><before><free><gpu><need><real> - 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><basic><depth><developers><documenting><earlier> - Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
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· <shaders><intermediate><blog><about><basic><before><free><real> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
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· <blog><after><before><device><free><real><shader><time> - Cracked Ice Shader (using Parallax effect) (Daniel Pokladek)
Daniel Pokladek's January 2021 blog post builds a Unity cracked-ice material with parallax crack planes under a tinted surface, extending Binary Impact's Shader Graph ice tutorial toward Dragon Age: Inquisition-style stacked cracks, not one repeating layer.
Shader Graph work uses three parallax slices, surface offset, normal UV distortion, grayscale albedo tinting, and RGB-packed crack maps.
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· <shaders><intermediate><blog><about><before><daniel><depth><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><developers><helps><local><post><readers> - Custom Post Processing in URP / Unity 2021.3 (Febucci)
Federico Bellucci's May 2022 Febucci article covers custom post-processing in Unity URP on Unity 2021.x (URP 12.1.5), when volume-backed custom effects lacked clear docs.
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· <code><shaders><intermediate><blog><before><features><free><post>