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C# for Beginners. Lessons 1: VARIABLES part 3
C# for Beginners. Lessons 1: VARIABLES part 3
Pavel Zosim
46 minutes ago2 min read


C# for Beginners. Lessons 1: VARIABLES part 2
...read C# for Beginners. Lessons 1: VARIABLES part 1 ...read C# for Beginners. Lessons 1: VARIABLES part 2 ...read C# for Beginners. Lessons 1: VARIABLES part 3 uint - Unsigned 32-bit Integer Beginner explanation: Like int, but only positive numbers (0 to 4.3 billion). Perfect for bit operations, color values (RGBA), large positive numbers, hash codes, or anything that should never be negative. Double the positive range of int! 📊 Technical Specs: Size: 4 bytes (32 bits)
Pavel Zosim
2 hours ago5 min read


C# for Beginners. Lessons 1: VARIABLES part 1
C# for Beginners: Data Types in Simple Terms
Pavel Zosim
Nov 236 min read


Comprehensive Cheatsheet on Unity 2024/2025. CG Shader Operations & ShaderLab
by Pavel Zosim · v1.3 1. Introduction This post outlines core principles and practical tips for writing CG shaders in Unity. Whether you’re transitioning from ShaderGraph or diving into hand-written shaders, this guide provides you with an in-depth look at shader code structure , property declaration, and how the GPU processes shader code. We’ll also explore special ShaderLab features such as drawer attributes, tags, and SubShaders, and discuss how these concepts vary across
Pavel Zosim
Mar 924 min read


Shader Fundamentals in Unity/Unreal
edit v.0.6 Shader Fundamentals and Rendering Pipeline Shaders are small programs (with a “.shader” extension in Unity, and .usf/.ush in Unreal) that determine how surfaces interact with light . They perform mathematical calculations and execute a set of instructions (commands) to compute the color of every pixel covering an object . In essence, a shader tells the GPU—whose thousands of small, efficient cores are optimized for parallel processing—how to render objects based
Pavel Zosim
Mar 55 min read


Compute Shaders in Unity.
Compute Shaders are specialized tools that enable massively parallel computations on the GPU, bypassing the traditional rendering pipeline. They’re ideal for tasks like real-time texture generation, physics simulations, and complex data processing.
Pavel Zosim
Mar 39 min read


TECHNICAL ART: Basics. Coordinate & Transformation Systems
Technical Art Basics: Coordinate Transformation Systems. Understanding local, world, and view spaces in computer graphics.
Pavel Zosim
Feb 1713 min read
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