- 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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· <about><artists><people><program><programmers><real><technical><time> - 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><alongside><material><rather><site><technical><techniques><want> - 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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· <general><intermediate><across><advanced><broader><material><notes><real> - 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><about><artists><material><multi><only><primary><program> - 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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· <general><intermediate><across><artists><hosted><notes><party><real> - 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.
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· <general><intermediate><broader><hub><page><rather><registration><shared> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <general><intermediate><alongside><interactive><notes><page><programmers><technical> - 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.
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· <intermediate><across><alongside><artists><concepts><interactive><material><technical> - Voronoi Maps (Red Blob Games)
Amit Patel (Red Blob Games) interactive Voronoi map tutorial builds region diagrams step-by-step with JavaScript demos - ideal for understanding Lloyd relaxation, biomes, and proce
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· <general><intermediate><about><artists><page><people><programmers><real> - A Game Developer’s Guide to SIGGRAPH 2026: Building Your Week Beyond the Games Summit
ACM SIGGRAPH blog guide for game developers attending SIGGRAPH 2026, starting from the inaugural Games Summit and mapping related sessions across the week.
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· <general><across><attending><day><real><schedule><sessions><talks> - SIGGRAPH 2026 Technical Papers - schedule builder
Interactive schedule builder for SIGGRAPH 2026 Technical Papers sessions, listing papers by day with times, rooms, chairs, and topic tags.
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· <general><conference><day><interactive><rooms><schedule><sessions><talks> - demote_tracker is a commandline utility to visualize demoted graphics card memory
demote_tracker is a commandline utility to visualize demoted graphics card memory is an open-source tool hosted on GitHub.
Tiny Win32 console utility that tracks GPU memory…
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· <across><hosted><material><notes><primary><programmers><useful><want> - I3D 2026 Fireside Chat with Naty Hoffman and Eric Haines
I3D 2026 fireside chat featuring Naty Hoffman and Eric Haines, recorded at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games at Lucasfilm (13–15 May 2026).
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· <general><interactive><real><recorded><talks><time><useful> - Graphics Programming Conference
International conference for real-time and interactive graphics programming, held in Breda.
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· <general><conference><breda><european><hosted><interactive><technical>