top of page
pavelzosim:~
#


FROM FILE TO PIXEL · PART 03: THE DATA
How do you avoid silent data corruption when passing structs from C# to HLSL? Learn the exact alignment rules of std140/std430 and optimize your CPU-GPU data pipeline.
Pavel Zosim
May 310 min read


Procedural Sun Surface: UE5 HLSL Compute Shaders & Niagara R&D
An ongoing R&D breakdown of a purely procedural, physically-based sun surface plugin for UE 5.7. Explores custom HLSL, compute shaders, and stable matching in Niagara.
Pavel Zosim
May 10 min read


Unity ShaderLab Cheatsheet (CG & HLSL) – 2024/2026
A practical Unity ShaderLab cheatsheet for technical artists, covering render states, tags, blending, depth testing, and CG/HLSL structure across Built-in, URP, and HDRP pipelines.
Pavel Zosim
Mar 9, 20250 min read


Technical Art CG Shaders – Unified Guide
A unified technical art CG shaders guide explaining real-time rendering, shader stages, and engine pipelines for technical artists.
Pavel Zosim
Mar 5, 20255 min read
bottom of page