# Advanced Beyond the basics: writing custom operators in C#, writing shaders, and controlling parts of TiXL at the lowest level most users will touch. ## Pages in this section - [Writing C# operators](WritingCodeOps.md) - [Creating new operators](CreatingNewOps.md) - [FAQ: writing C# operators](FaqDevOps.md) - [Using custom shader operators](UsingCustomShaders.md) - [A shader development example](ShaderDevelopmentExample.md) - [Converting raymarching functions](ConvertSDFs.md) - [Adding new fonts](AddingFonts.md) - [Creating and using single-line SVG fonts](SvgLineFonts.md) ## Still to write - **Shader reference** — HLSL conventions TiXL uses, built-in uniforms, coordinate spaces, common pitfalls. - **Context variables deep dive** — how to pass values down a sub-graph, when to use them, when not. - **Performance internals** — what the profiler columns mean, how to interpret flame graphs. - **Extending the UI** — if/when a plugin surface emerges. ## What's *not* here TiXL-contributor topics (building from source, coding conventions, release process, CI) live on the [GitHub wiki](https://github.com/tixl3d/tixl/wiki).