- 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><about><access><free><people><programmers><related><want> - 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
· <shaders><intermediate><access><free><one><post><programmers><related> - 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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· <code><shaders><access><first><free><low><one><programmers> - 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><shaders><intermediate><about><access><free><programmers><related> - 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><intermediate><demos><depth><free><global><lighting><motion> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
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· <access><free><intermediate><outside><programmers><related><screen><space> - 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><intermediate><about><access><depth><free><one><programmers> - Custom Post Processing in URP / Unity 2021.3 (Febucci)
Federico Bellucci's May 2022 Febucci article covers custom post-processing in Unity URP on Unity 2021.x (URP 12.1.5), when volume-backed custom effects lacked clear docs.
100% match
· <code><shaders><intermediate><access><free><post><programmers><project> - Lightweight attention-based indirect illumination
AMD GPUOpen article on a lightweight attention-based neural model for real-time indirect illumination presented at SIGGRAPH 2026.
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· <code><shaders><based><buffers><illumination><lighting><presented><screen> - The nature of the pixel
The article argues that many issues blamed on lighting or materials actually come from evaluating shaders at pixel centers on a fixed grid.
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· <shaders><intermediate><lighting><mipmap><motion><screen><temporal><vector> - AMD Capsaicin Framework
AMD's DX12 research framework for fast prototyping of real-time graphics algorithms.
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· <shaders><ambient><denoising><global><illumination><lighting><occlusion><screen> - IceFall Games - Graphics Blog
Developer blog documenting a custom deferred rendering engine - HDR, global illumination, ambient occlusion, decals, and lighting revamps.
90% match
· <code><shaders><intermediate><ambient><depth><illumination><lighting><log> - Wicked Engine
Open-source C++ game engine with modern rendering features - real-time ray tracing, mesh shaders, GPU-driven rendering, and a lightweight editor.
83% match
· <code><intermediate><global><hardware><illumination><lighting><shaders><tracing> - The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn
SIGGRAPH 2015 slide deck on Guerrilla Games' Nubis volumetric cloud system for Horizon Zero Dawn, covering ray-marched modeling, lighting, and GPU optimizations.
81% match
· <shaders><free><lighting><noise><optimization><resolution>