- 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><blog><both><free><info><post><reference><troubleshooting> - 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><before><developers><free><posts><series><source> - 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><blog><article><before><both><covers><first><free> - 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><blog><article><comfort><developers><free><posts><practical> - 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><blog><article><developers><including><large><post><reference> - Deferred Shading (CatlikeCoding)
Rendering 13 on Catlike Coding is Jasper Flick's chapter on Unity deferred shading, part of the Built-in RP Rendering series (Unity 5.5).
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· <blog><article><before><deferred><free><installment><part><series> - 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><before><covers><first><free><know> - 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><developers><frames><free><install><practical><source> - Febucci
's blog is the public writing hub of the Febucci studio (Text Animator, Unity and Godot tools, and indie games).
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· <code><intermediate><blog><article><before><free><including><info> - My take on shaders : Interior Mapping (Harry Alisavakis)
Interior mapping suggests rooms behind flat window quads without extra geometry, a parallax-family facade trick.
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· <intermediate><blog><article><before><free><part><post><series> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
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· <intermediate><blog><apis><article><before><common><covers><developers> - part 2
Harry Alisavakis continues his parallax series with layered “cracked ice” style offsets inspired by Binary Impact’s Shader Graph demo, implemented here in handwritten Unity surface shaders.
Reuses the tangent-space view vector vertex pass from part I, then loops parallax texture samples with iteration-controlled depth and fade, adding results into albedo (overlay blending noted as an alternative).
DisableBatching protects object-space camera math on multiple instances.
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· <intermediate><blog><article><before><free><open><part><post> - Ronja
’s tutorials hub indexes dozens of beginner-friendly Unity shader lessons - from UV basics, fire, and fwidth anti-aliasing to compute buffers and post effects.
Each post ships c
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· <intermediate><blog><apis><article><basics><before><free><know> - ShaderQuest (Harry Alisavakis)
ShaderQuest is Harry Alisavakis's sequenced shader tutorial series on halisavakis.com, indexed as a category with Parts 0-6 from early 2021.
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· <intermediate><blog><article><basics><before><first><free><info> - TextureLab
Lets artists iterate on albedo/height-style maps outside DCC apps, then import into Unity, Unreal, or Godot.
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· <intermediate><before><first><free><line><linux><macos><tool> - Andicraft GitHub - Particle Wrapping
Andicraft GitHub gist shares a particle wrapping utility snippet - HLSL/C# oriented notes for controlling particles when they cross volume boundaries in Unity VFX workflows.
Gis
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· <intermediate><before><blog><developers><free><open><source><useful> - Andicraft GitHub - VolumetricFog-URP2022
Andicraft’s VolumetricFog-URP2022 repository implements a URP-compatible volumetric fog effect for Unity 2022-era pipelines, with sample scene and shader/renderer setup.
Documen
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· <intermediate><before><blog><developers><free><layer><open><source> - ccontinisio GitHub - Toon Shader for Unity
Community learning repo - not official Nintendo content - showing how artists approximate rim-lit cel shading with HLSL/Shader Graph era tools.
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· <intermediate><before><blog><developers><free><open><page><source> - ciro-unity GitHub - BotW-ToonShader CustomLighting.hlsl
Focus file is the HLSL include implementing ramp-based diffuse/specular response reusable across passes.
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· <intermediate><before><blog><developers><free><open><source><useful> - ColinLeung-NiloCat GitHub - UnityURP-MobileDrawMeshInstancedIndirectExample
ColinLeung-NiloCat’s MobileDrawMeshInstancedIndirect example shows grass/foliage-style GPU instancing on mobile URP using DrawMeshInstancedIndirect and compute-friendly buffers.
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· <code><api><before><blog><developers><free><open><source>