Four hands-on tutorials covering the three ways to inject custom GPU work into a frame: post-processing passes, shader materials, and custom render passes — then a case study combining them.
Chain full-screen compute passes — blur, desaturation, any image effect — at the end of the render.
Replace a surface's shaders with your own, expose float4 parameters and animate them per frame or from Lua.
Inject your own GPU work — pipeline, descriptors, barriers and draw — at a specific phase of the frame.
Two full-screen custom passes and several shader materials working as a real overlay stack in a game.