- 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><article><free><gpu><programmers><shader> - A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
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· <blog><article><experience><free><programmers><shader><shaders><style> - 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><blog><about><article><free><programmers><shader><technical> - 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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· <shaders><advanced><blog><article><covers><free><need><programmers> - 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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· <blog><about><article><free><gpu><need><programmers><shaders> - 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><blog><article><control><demos><driven><free><practical> - 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><blog><about><article><free><looks><programmers><shader> - 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><blog><advanced><article><comfortable><helps><inside><post> - GPUGems - Chapter 38. Fast Fluid Dynamics Simulation on the GPU
Harris's GPU Gems Chapter 38 explains fast, stable 2D fluid simulation on the GPU.
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· <blog><article><demos><fast><free><gpu><html><programmers> - The mathematical beauty of hyperbezier curves
Linebender post proposing hyperbezier curves as a curve family that can replace cubic Béziers in 2D vector design.
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· <math><advanced><blog><compares><control><cubic><curves><interactive> - Curvature Beziers
Technical post on editing cubic Bézier splines with curvature handles instead of classic tangent lengths.
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· <math><advanced><blog><bezier><cubic><interactive><post><technical> - The Art of Code (YouTube Channel)
Video tutorials on advanced fragment-shader techniques - noise, fractals, raymarching, domain warping, and creative coding.
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· <shaders><advanced><distance><fields><shapes><glsl> - The formula for a good water shader for games in Unreal 4
Medium article on a practical stylised lake water shader in UE4 using Single Layer Water, animated normals, Fresnel refraction, and intersection foam.
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· <shaders><blog><distance><practical><recipe><shader> - Desmos Graphing Calculator
Free online graphing calculator for plotting functions, parametric curves, and sequences.
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· <math><curves><interactive><shaders><glsl> - Half-Precision Floating-Point, Visualized
Interactive notebook that visualizes how IEEE half-float (fp16) represents numbers, including precision loss and range limits.
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· <math><shaders><interactive><numerics><glsl>