- Local UVs for Sprites in Sprite Sheet/Atlas (Cyanilux)
Unity shader techniques for per-sprite 0-1 UVs when sprites live in sheets or atlases: C# UV remap with Shader Graph/HLSL, plus URP object-space and renderer-bounds alternatives.
100% match
· <code><intermediate><atlas><developers><examples><free><online><sprite> - 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.
100% match
· <access><developers><draws><examples><free><gpu><long><online> - 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
100% match
· <intermediate><design><developers><form><free><long><site><via> - 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…
100% match
· <intermediate><advanced><cover><developers><notes><packs><prior><samples> - 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,
100% match
· <code><access><compute><culling><documentation><draw><drawing><drawn> - 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.
100% match
· <intermediate><access><developers><free><include><notes><pages><sprite> - 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.
100% match
· <intermediate><cross><developers><free><groups><page><site><studying> - 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.
100% match
· <intermediate><animation><concepts><documentation><free><include><shapes><via> - 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
100% match
· <intermediate><access><developers><examples><free><notes><online><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
100% match
· <intermediate><access><developers><examples><free><online><renderer><useful> - Cyanilux GitHub - Shader Graph To PNG
Cyanilux’s ShaderGraphToPNG Unity editor utility captures oversized Shader Graph canvases by screenshotting regions, stitching them, and exporting a single PNG for documentation or
100% match
· <intermediate><access><developers><examples><free><online><sections><useful> - Unity GitHub - Renderer Feature Samples
Unity Graphics package URP Render Graph samples (URPRenderGraphSamples) demonstrate RenderGraph API usage in Universal RP - pass setup, resource imports/exports, and debugging view
100% match
· <intermediate><access><developers><examples><free><online><renderer><samples> - Unity GitHub - C# Reference
UnityCsReference is Unity’s C# reference source mirror - Editor and Runtime scripting APIs with implementation readable for debugging mysterious engine behavior.
Not shader-spec
100% match
· <intermediate><access><developers><examples><form><free><online><useful> - Unity GitHub - Universal Rendering Examples - Outlines
UniversalRenderingExamples ToonOutlinePostprocessCompleted scene shows finished URP toon outline post-processing from Unity’s rendering examples repository.
Completed demo paire
100% match
· <intermediate><access><developers><examples><free><online><renderer><useful> - Unity GitHub - URP ShaderLibrary
URP ShaderLibrary folder in Unity Graphics repo contains shared HLSL includes - Lighting, BRDF, shadows, and core math used by URP Lit/Unlit shaders.
Authoritative reference whe
100% match
· <intermediate><access><developers><examples><free><online><page><path> - The cuda-oxide Book
The cuda-oxide Book is the online documentation for cuda-oxide, an NVIDIA Labs open-source Rust-to-CUDA compiler project.
Online book for cuda-oxide, a Rust-to-CUDA compiler…
100% match
· <code><intermediate><compiler><cover><developers><documentation><free><gpu> - RenderDoc - Version v1.43
GitHub release notes for RenderDoc version v1.43 by baldurk, covering a new custom annotations API plus UI, API, and bugfix updates.
Highlights include rich typed annotations on…
100% match
· <intermediate><advanced><cover><docs><include><notes><page><paths> - Gyms, Zoos, and Museums: Your documentation should be in-game
Gyms, Zoos, and Museums: Your documentation should be in-game is a January 2026 written version of Robin-Yann Storm's conference talk on keeping game docs inside the editor and…
100% match
· <intermediate><animation><design><docs><documentation><examples><free><page> - Wicked Engine
Open-source C++ game engine with modern rendering features - real-time ray tracing, mesh shaders, GPU-driven rendering, and a lightweight editor.
73% match
· <code><library><intermediate><documentation><offline><platform><runtime><github> - Volumetric FX for the 2D world of The Bad Guys 2
SIGGRAPH 2026 Talks paper on DreamWorks volumetric effects for The Bad Guys 2, where volumes needed a hand-drawn look to match the film's mix of 3D lighting and 2D shapes.
65% match
· <intermediate><animation><drawn><shapes><sprite><sprites>