- Stateless particles - rendering without a mesh
The GPU supplies only SV_VertexID and SV_InstanceID, and the vertex shader fabricates positions, UVs, and normals for each quad or triangle strip.
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· <optimization><shaders><blog><buffer><draw><gpu><mesh><optimized> - 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><advanced><blog><free><passes><programmers><shader> - 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><advanced><blog><buffer><different><free><pixel> - Fire/Flame Shader Breakdown (Cyanilux)
Shader Graph breakdown of billboard fire on a quad: scrolling noise warps UVs for a flame texture or procedurally generated ellipse shapes, with per-instance randomization.
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· <shaders><blog><affect><away><free><further><many><mobile> - 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><mesh><post><shader><vertex> - 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><article><different><free><gpu><programmers><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><blog><article><different><free><mobile><post><programmers> - 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><advanced><blog><article><free><mesh><need> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
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· <shaders><blog><article><free><gpu><many><mobile><optimized> - Outline Shader (Roystan)
Erik Roystan Ross's Unity article (2018.3, about fifty minutes) teaches screen-space outlines as a custom post-processing stack effect.
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· <shaders><blog><article><draw><engine><free><post><programmers> - Shader Graph Baked Rigidbody Animation using Vertex Animation Textures (Vadim, Sept 2019)
Kaburgan's Sept 2019 Story Programming piece bakes rigidbody VAT in Unity 2019.2 LWRP Shader Graph 6.9 without external DCC tools.
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· <shaders><blog><article><free><gpu><mesh><mobile><programmers> - Anthelmed GitHub - Unity-URP-Blurred-Buffer-Outlines
Anthelmed’s Unity-URP-Blurred-Buffer-Outlines repo demonstrates outline rendering via blurred G-buffer or color buffer passes in Universal RP.
Provides shader/renderer feature p
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· <attribute><blog><buffer><free><performance><shader><useful><vertex> - The Unity Library (Stelabouras)
Stelabouras Unity Library (unity.stelabouras.com) is a curated searchable index of Unity tutorials, tools, creators, and graphics resources aggregated for quick discovery.
Commu
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· <article><blog><free><helps><many><post><reading><shader> - What happens when a GPU reads memory
Deep technical blog post by Fergus Finn tracing a CUDA global load (LDG) on an RTX 4090 from warp issue through coalescing, L1/TLB, crossbar, L2, and DRAM.
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· <code><optimization><advanced><blog><behavior><gpu><hardware><post> - 2D Grass Rendering with WebGPU Compute Shaders
Technical walkthrough from the Jarl Devs Team of a fully procedural 2D pixel-art grass renderer driven by two WebGPU/WGSL compute passes that regenerate, depth-sort, and shade…
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· <code><shaders><blog><engine><gpu><packing><passes><pixel> - High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization
High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization presents a deferred software rasterization pipeline for real-time strand-based hair…
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· <code><optimization><advanced><buffer><hardware><mesh><performance><reports> - GPU memory management in AnKi
AnKi 3D Engine blog post on how GPU memory management evolved from custom VkDeviceMemory suballocation through GPU-driven rendering and a render-graph to placed/committed…
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· <code><optimization><advanced><blog><amd><costs><engine><gpu> - Introducing AMD DGF SuperCompression
AMD GPUOpen blog introducing DGF SuperCompression (DGFS), a software layer that further compresses Dense Geometry Format blocks for storage while decoding to DGF or conventional…
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· <code><optimization><advanced><blog><amd><engine><further><gpu> - How rendering changed | Sebastian Aaltonen
How rendering changed | Sebastian Aaltonen is a recorded talk by Sebastian Aaltonen, presented at Wookash Podcast.
Wookash Podcast interview with Sebastian Aaltonen on his…
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· <code><advanced><engine><explanation><free><gpu><hardware><pointers> - The fog is lifting, volumetric rendering Enshrouded
The fog is lifting, volumetric rendering Enshrouded is a recorded talk by Philipp Krause, presented at Graphics Programming Conference.
Graphics Programming Conference talk on…
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· <code><shaders><advanced><cost><explanation><free><programmers><style>