- 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><free><game><gpu><linked><oriented><pipelines><programmers> - 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.
100% match
· <intermediate><access><developer><free><game><linked><pipelines><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.
100% match
· <code><access><behind><covers><free><high><implement><linked> - Blur Renderer Feature Example/Template for URP / Unity 2021.2 (Alexander Ameye)
Custom Render Passes in Unity is Alexander Ameye's July 2021 ameye.dev note on URP ScriptableRendererFeature and ScriptableRenderPass boilerplate, heavily commented where Unity SRP documentation still feels sparse.
The sample applies a two-pass box blur: blit camera color to a temporary buffer, blur vertically then horizontally, with adjustable strength and downsampling.
100% match
· <code><intermediate><access><api><basic><free><function><linked> - 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><basic><choices><design><developer><free><game><includes> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
100% match
· <general><access><each><free><intermediate><linked><modern><pipelines> - 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><basic><compute><context><covers><cpu><drawing> - Easy Outlines (Daniel Ilett)
Daniel Ilett's June 2021 Bytesize Gamedev article on danielilett.com shows crisp block-color outlines on 3D Unity meshes via Universal Render Pipeline Shader Graph, without post-processing.
You build an Unlit URP graph, enable two-sided rendering, and alpha-clip front faces with Is Front Face, Branch, and a 0.5 threshold so only an expanded back-face shell renders.
100% match
· <intermediate><access><drawing><free><game><linked><pipelines><programmers> - Simon Trümpler / Simonschreibt
Simon Trümpler’s Simonschreibt.de is a long-running German/English technical art blog covering stylized environments, hand-painted texturing, Substance workflows, and shader-adjace
100% match
· <general><intermediate><access><design><each><free><game><linked> - Textures for VFX - Database (Simon Trümpler / Simonschreibt)
Simon Trümpler’s Notion database “Textures for VFX” catalogs reference photos and texture resources for visual effects work - splashes, debris, gradients, and practical elements.
100% match
· <general><intermediate><access><free><game><linked><pipelines><programmers> - Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs
Extended video talk by Sebastian Aaltonen on why modern graphics APIs and drivers grew so complex and what a cleaner design for current GPUs could look like.
100% match
· <code><talk><api><complexity><design><gpu><gpus><historical> - I Tried Coding my own Graphics Library
Sebastian Lague Coding Adventures video on building a lightweight Vulkan graphics and compute library in C++.
100% match
· <code><intermediate><api><compute><covers><design><gpu><modern> - Adaptive tessellation and subdivision
SIGGRAPH 2026 Advances talk slides by John Hable on compute-based adaptive tessellation and Catmull-Clark subdivision.
96% match
· <code><talk><compute><gpu><hardware><pipelines><slides><triangle> - A Trip Through the Graphics Pipeline (2011)
A 13-part series explaining the D3D/OpenGL graphics pipeline as implemented on real GPUs - command processor, vertex processing, rasterization, depth/stencil, pixel shaders,…
94% match
· <general><compute><fixed><function><hardware><programmable><rasterization><vocabulary> - The Return of the Utah Teapot - SIGGRAPH 2026
SIGGRAPH 2026 talk marking the 50th anniversary of the Utah Teapot’s first SIGGRAPH appearance.
71% match
· <general><talk><history><modern><pipelines><shaped> - The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses
Blog post and paper page on teaching Vulkan in introductory graphics courses, presented at Eurographics 2022.
67% match
· <code><intermediate><modern><parallel><pipelines><presented><vulkan> - bgfx
Cross-platform, graphics-API-agnostic rendering library in a bring-your-own-engine style.
42% match
· <code><intermediate><pipelines><purpose><vulkan>