On Direct3D9 and Android OpenGL ES 2.0 it is possible to lose the rendering context (and therefore GPU resources) due to the application window being minimized or sent to the background.  
Additionally, to work around possible GPU driver bugs the desktop OpenGL context will be voluntarily destroyed and recreated when changing screen mode or toggling between fullscreen and windowed. Therefore, on all graphics APIs one must be prepared for losing GPU resources.
Textures that have been loaded from a file, as well as vertex & index buffers that have shadowing enabled will restore their contents automatically, the rest have to be restored manually. On Direct3D9 non-dynamic (managed) textures and buffers will never be lost, as the runtime automatically backs them up to system memory.
Shader Parameters
You can set parameters for the shaders by calling one of the 
M:Urho.Graphics.SetShaderParameter methods in this class.  In addition to controlling the shader parameters for your own shaders, you can use this to set the parameters for the various built-in shaders.
Some of the parameters that you can set for the built-in shaders are:
VSP
-
- AmbientStartColor
- AmbientEndColor
- BillboardRot
- CameraPos
- ClipPlane
- NearClip
- FarClip
- DepthMode
- DeltaTime
- ElapsedTime
- FrustumSize
- GBufferOffsets
- LightDir
- LightPos
- NormalOffsetScale
- Model
- View
- ViewInv
- ViewProj
- UOffset
- VOffset
- Zone
- LightMatrices
- SkinMatrices
- VertexLights
PSP
AmbientColor
CameraPosPS
DeltaTimePS
DepthReconstruct
ElapsedTimePS
FogColor
FogParams
GBufferInvSize
LightColor
LightDirPS
LightPosPS
NormalOffsetScalePS
MatDiffColor
MatEmissiveColor
MatEnvMapColor
MatSpecColor
NearClipPS
FarClipPS
ShadowCubeAdjust
ShadowDepthFade
ShadowIntensity
ShadowMapInvSize
ShadowSplits
LightMatricesPS
VSMShadowParams
Roughness
Metallic