So my guess is that it would be quite challenging to implement a modern GPU in an affordable FPGA if you want more than a proof of concept.
I do not doubt that a shader core could be built, but I have reservations about the ability to run it fast enough or have as many of them as would be needed to get similar performance out of them. FuryGpu does its front-end (everything up through primitive assembly) in full fp32. Because that's just a simple fixed modelview-projection matrix transform it can be done relatively quickly, but having every single vertex/pixel able to run full fp32 shader instructions requires the ability to cover instruction latency with additional data sets - it gets complicated, fast!
Cheaper boards are definitely possible since there are smaller parts in that family, but they need to offer support for some of them in the free version of Vivado...
It's terrible use of the hardware and the performance is far from stellar, but you can!
Imagine for instance hard real time tasks, each one task running on its own separate core.
Would be neat if someone made an FPGA GPU which had a shader pipeline honestly.