- Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
100% match
· <code><shaders><blog><build><custom><depth><lighting><object> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
98% match
· <shaders><intermediate><blog><articles><depth><effects><experiments><lighting> - SSAO, Close Enough since 2007 | A Brief History
This YouTube video by Zenteon is a single talk surveying the history of screen-space ambient occlusion (SSAO) from its 2007 debut through modern variants.
It covers Crytek…
96% match
· <shaders><intermediate><accumulation><ambient><depth><lighting><normals><occlusion> - AMD Capsaicin Framework
AMD's DX12 research framework for fast prototyping of real-time graphics algorithms.
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· <shaders><ambient><hdr><illumination><lighting><occlusion><passes><sampling> - Global Illumination for Poor People | TurboGI Devlog
A YouTube graphics programming video by Zenteon titled Global Illumination for Poor People, presented as a TurboGI development log.
90% match
· <code><shaders><intermediate><ambient><depth><illumination><lighting><log> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
85% match
· <shaders><intermediate><blog><ambient><custom><experiments><lighting><masks> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
85% match
· <shaders><intermediate><blog><articles><depth><integrated><lighting><passes> - Optimizing camera overhead to the absolute minimum
The motivating example renders waterfall occlusion with an orthographic depth texture and a shader that compares obstacle depth against surface positions.
77% match
· <blog><costs><custom><depth><object><occlusion><projection> - The Unity Library (Stelabouras)
Stelabouras Unity Library (unity.stelabouras.com) is a curated searchable index of Unity tutorials, tools, creators, and graphics resources aggregated for quick discovery.
Commu
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· <intermediate><articles><categories><custom><decals><lighting><water> - Once Upon a Pixel: How Crysis Changed Real-Time Lighting Forever
Once Upon a Pixel: How Crysis Changed Real-Time Lighting Forever is an OGLDEV YouTube tutorial that teaches Screen Space Ambient Occlusion (SSAO) through Crytek's Crysis-era…
77% match
· <code><shaders><intermediate><ambient><depth><lighting><occlusion><passes> - Lighting | Unity Shader Code Basics 06
Lighting | Unity Shader Code Basics 06 is a free YouTube video on the Daniel Ilett channel, an episode in the Unity Shader Code Basics series.
Unity Shader Code Basics episode…
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· <code><shaders><ambient><custom><lighting><normals><sampling> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
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· <shaders><intermediate><blog><bounding><custom><effects><object><sampling> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
73% match
· <shaders><intermediate><blog><depth><lighting><normals><occlusion><sampling> - Ghost of Yōtei – tech deep dive
This PlayStation Blog post by Adrian Bentley, Director of Programming at Sucker Punch Productions, is a long-form tech deep dive into systems behind Ghost of Yotei on PlayStation…
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· <code><blog><deferred><occlusion><snow><terrain><water> - Anno 1800: Frame Analysis
Anno 1800: Frame Analysis is a reverse-engineering blog post by Thomas Poulet that traces how Ubisoft Mainz's custom Anno 1800 engine builds one captured frame.
It covers…
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· <code><blog><custom><depth><hdr><lighting><terrain> - Physically Based Rendering: Putting Pieces Together - Paweł Stolecki || CD Projekt Red ||
Physically Based Rendering: Putting Pieces Together is a Game Industry Conference 2024 talk by Pawel Stolecki of CD Projekt Red that maps how PBR lighting topics interlock for…
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· <shaders><intermediate><absorption><ambient><effects><lighting><occlusion> - Generative AI model for Global Illumination effects
Generative AI model for Global Illumination effects is a July 2025 AMD GPUOpen Learn article by SungYe Kim, Wojciech Uss, Wojciech Kalinski, Alexandr Kuznetsov, and Harish Anand…
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· <shaders><blog><deferred><effects><illumination><lighting><normals> - REAC 2025 RE ENGINE Meshlet Rendering Pipeline
A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds.
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· <code><decals><deferred><depth><occlusion><special> - Finger Shadows in Compose
Finger Shadows in Compose is a November 2025 graphics article by Romain Guy on soft finger or stylus shadows over Jetpack Compose UI using Android RuntimeShader.
It models the…
67% match
· <code><shaders><intermediate><blog><ambient><custom><lighting><occlusion> - Improving Direct Lighting Material Occlusion - Part 2
Improving Direct Lighting Material Occlusion - Part 2 is a March 2026 irradiance.ca article by Pablo Zurita on microsurface-aware micro-shadowing for direct lighting.
Building…
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· <code><shaders><blog><lighting><normals><occlusion><sampling>