- 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.
100% match
· <code><shaders><blog><about><free><platform><post><shader> - Intro to the Shader Pipeline (Cyanilux)
Introductory Cyanilux blog post on Unity meshes, shader stages, render pipelines, materials, C# property setup, batching, and forward versus deferred paths.
100% match
· <code><shaders><blog><data><explains><free><pipeline><post> - Tentacle Shader Breakdown (Cyanilux)
Tentacle Shader Breakdown is a May 2022 Cyanilux Shader Graph tutorial for Technically A Challenge (Technically Speaking Discord): a tentacle mesh wraps a movable target via vertex displacement and rotation, not tessellation.
It walks Mesh setup in Blender, TentacleInteract C# for _Radius and _InteractPos, then vertex graph steps - Smoothstep offset, Z clamp, Rotate About Axis, normal rotation, sine length scaling, and sucker pulsation.
100% match
· <shaders><intermediate><blog><about><first><free><need><object> - Writing Shader Code in Universal RP (v2) (Cyanilux)
Writing Shader Code in Universal RP (v2) is Cyanilux's ShaderLab and HLSL guide for Unity URP (2021, updated 2022).
100% match
· <code><shaders><blog><explains><free><pipeline><shader><via> - 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
· <shaders><blog><about><diagram><free><game><games><gpu> - 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><shaders><blog><advanced><first><free><games><high> - 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
· <shaders><intermediate><blog><concrete><developer><free><game><level> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
100% match
· <blog><after><aimed><device><free><intermediate><object><shader> - Vulkan Hardware Database Quick Filters
Blog post about replacing the Vulkan Hardware Database global pre-filters with in-place quick filters on every view.
100% match
· <code><intermediate><blog><about><data><database><device><hardware> - From OpenGL to Vulkan
Short conceptual guide comparing OpenGL habits with Vulkan's explicit model, based on porting a basic engine.
100% match
· <code><blog><aimed><architecture><compilation><device><engine><high> - The Alters - a technical postmortem - Szymon Kurek || 11 bit studios ||
Game Industry Conference talk by Szymon Kurek of 11 bit studios on the technical postmortem of The Alters.
100% match
· <code><intermediate><about><aimed><engine><first><game><launch> - After the Tutorial: Where to Continue your Graphics Programming Journey - Mike Shah GPC 2025
Graphics Programming Conference 2025 talk by Mike Shah on what to study after introductory graphics tutorials and books covering APIs such as OpenGL and DirectX.
100% match
· <code><intermediate><after><aimed><apis><beyond><first><long> - Slughorn, MIT-licensed GPU-agnostic Slug font/glyph rendering library for OpenGL/OSG/Vulkan and all GPU-driven graphics APIs
AlphaPixel blog post announcing Slughorn, an MIT-licensed C++20 library that adapts Eric Lengyel’s Slug-style GPU curve data for OpenGL, Vulkan, OSG, and related APIs.
100% match
· <code><shaders><intermediate><blog><aimed><announcing><apis><data> - Procedural UV Derivatives Evaluation in SORT Renderer
Long-form post by Jiayin Cao on evaluating texture UV derivatives in the SORT offline renderer when UVs come from a custom shading language rather than fixed mesh attributes.
100% match
· <code><shaders><blog><aimed><automatic><caching><explains><long> - Revealing NVIDIA Closed-Source Driver Command Streams for CPU-GPU Runtime Behavior Insight
Revealing NVIDIA Closed-Source Driver Command Streams for CPU-GPU Runtime Behavior Insight recovers hardware command streams from NVIDIA's closed-source userspace driver by…
100% match
· <code><optimization><aimed><data><driver><gpu><hardware><launch> - Cooperative Vectors Introduction
Technical introduction to Cooperative Vectors (long vectors) for neural network inference and training in shaders, written from experience in the Evolve rendering engine.
100% match
· <code><shaders><blog><aimed><apis><caching><engine><engineers> - Introducing MiniDXNN: MLP library for DirectX 12
AMD GPUOpen announcement of MiniDXNN, an MLP inference library built natively for HLSL and DirectX 12 using cooperative vector APIs on Radeon matrix cores.
100% match
· <code><shaders><intermediate><blog><aimed><announcement><apis><caching> - AI + RenderDoc Integration: Automated GPU Analysis
Khronos Vulkan documentation page on feeding RenderDoc capture state to an AI agent via renderdoccmd for programmatic GPU debugging.
96% match
· <code><intermediate><aimed><already><gpu><integration><pipeline><state> - Introducing Triton: DirectX 11 driver for QEMU
UTM blog post by osy introducing Triton, a Windows DirectX 11 user- and kernel-mode driver that, with Neptune, brings D3D11 acceleration to QEMU guests.
92% match
· <code><blog><driver><explains><introducing><post><windows><directx> - AMD GPUOpen
AMD's open developer portal for graphics and compute - FidelityFX, FSR SDK, samples, performance guides, RDNA tuning articles, and research frameworks like Capsaicin.
90% match
· <optimization><integration><platform><public><shipping><titles><updates><directx>