- Analytic Fog Rendering With Volumetric Primitives
Technical blog post by matejlou on rendering fog regions with spatially varying density using analytic integrals over volumetric primitives.
96% match
· <math><shaders><analytic><boolean><distance><formulas><primitives><raymarching> - Code golfing a tiny demo using maths and a pinch of insanity
Code golfing a tiny demo using maths and a pinch of insanity is a long-form blog post on blog.pkh.me that reverse-engineers a procedural GLSL landscape demo compressed to a few…
96% match
· <math><shaders><compression><demoscene><distance><noise><procedural><raymarching> - The Art of Code (YouTube Channel)
Video tutorials on advanced fragment-shader techniques - noise, fractals, raymarching, domain warping, and creative coding.
90% match
· <shaders><catalog><demoscene><distance><gradients><noise><raymarching><shadertoy> - Perfecting anti-aliasing on signed distance functions
Perfecting anti-aliasing on signed distance functions is a July 2025 technical blog post on blog.pkh.me that derives practical AA and blur formulas for SDF shapes in shaders.
It…
90% match
· <math><shaders><intermediate><blending><distance><formulas><gradients><reference> - 2D axis aligned bounding boxes
2D axis aligned bounding boxes is a reference article by Inigo Quilez with compact GLSL helpers that compute 2D AABBs for many of his published 2D signed distance field…
87% match
· <math><shaders><intermediate><quilez><distance><matching><primitives><reference> - Raymarching Distance Fields : Concepts and Implementation in Unity (Adrianb)
Adrian Biagioli’s 2016 writeup introduces raymarching signed distance fields entirely in a Unity screen-space image effect on a full-screen quad - no mesh geometry per object.
Covers view-frustum ray setup, analytic SDF composition, march loops, basic lighting, and depth-buffer occlusion against traditional mesh renderers.
81% match
· <shaders><analytic><catalog><distance><point><raymarching><written> - A series of tricks and techniques I learned doing tiny GLSL demos
A series of tricks and techniques I learned doing tiny GLSL demos is a December 2025 blog post by bµg about lessons from size-constrained GLSL demos after the earlier Red Alp…
75% match
· <math><shaders><domain><noise><raymarching><sdf><snippets> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
73% match
· <intermediate><blending><commercial><noise><pages><procedural><shadertoy> - Swapping Colours (Cyanilux)
Swapping Colours is a February 2023 Cyanilux post on recolouring textures and procedural inputs in Unity Shader Graph for 3D, sprites, UI, or signed-distance shapes.
Sections cover Tint, Lerp, channel-packed greys, mask textures, Replace Color, Blend modes, gradient ramps as textures, and palette index lookups.
71% match
· <shaders><intermediate><catalog><distance><noise><procedural><written> - Waterfall Shader Breakdown (Cyanilux)
Waterfall Shader Breakdown (Cyanilux, May 2023) on cyanilux.com documents a stylized URP Shader Graph waterfall that parts around a moving sphere, turning popular 2019 demo into a step-by-step article.
A sphere signed distance field with clamped Y extends the alpha-clipped hole below the sphere; sine offsets along tangents wobble cutout and edges without vertex displacement.
71% match
· <shaders><intermediate><catalog><distance><noise><sdf><written> - 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…
71% match
· <shaders><intermediate><procedural><raymarching><reference><sections><written> - Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot
Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot is an August 2025 tutorial by Karl Bittner that extends earlier hexaquo grass parts…
71% match
· <shaders><intermediate><blending><distance><matching><reuse><snippets> - The Art Of Packing Data
The Art Of Packing Data is a long technical blog post by redorav on The Code Corsair.
71% match
· <shaders><intermediate><compression><reference><sections><snippets><written> - The Perlin Problem: Moving Past Square Noise (NoisePosti.ng)
NoisePosti.ng article “The Perlin Problem” analyzes directional square artifacts in classic Perlin noise and motivates alternative gradient noise formulations for modern procedural
65% match
· <intermediate><catalog><domain><noise><procedural><written> - Functions: Mix
Functions: Mix is a GM Shaders Mini tutorial by Xor on the shader mix function, covering the math behind linear interpolation and less obvious uses beyond blending two…
65% match
· <math><shaders><intermediate><blending><formulas><reference><snippets> - Half-baked: Probe warping
Half-baked: Probe warping is a personal technical essay on c0de517e.com about warping depth-aware probe data baked at one location to approximate results at another.
After…
65% match
· <math><analytic><distance><filtering><reference><shadertoy> - Intro To Terrain Generation
A YouTube graphics tutorial by Acerola introducing procedural terrain generation foundations for beginner graphics programmers.
62% match
· <math><shaders><domain><noise><point><procedural> - Portal Shader Breakdown (Cyanilux)
Portal Shader Breakdown (May 2019) is a Cyanilux Shader Graph walkthrough for a wormhole portal on a flat unlit quad.
58% match
· <shaders><intermediate><catalog><distance><noise><written> - Shoreline Shader Breakdown (Cyanilux)
Shoreline Shader Breakdown is a December 2024 Cyanilux post merging earlier shoreline water threads into one stylized coast tutorial for Unity URP Shader Graph.
It compares depth-texture versus UV shoreline meshes, then walks approaching wave lines, synced swash motion, Voronoi on the swash, and wet-sand darkening via low-alpha blending.
58% match
· <shaders><intermediate><blending><catalog><sections><written> - Procedural Pool Balls
Shader tutorial article by Daniel Pokladek on drawing procedural pool balls with signed distance fields in Unity.
58% match
· <shaders><intermediate><distance><procedural><sdf><snippets>