- 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
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· <shaders><blog><blinn><brdf><comparison><cook><distribution><engine> - 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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· <math><shaders><advanced><blog><anisotropic><building><ggx><microfacet> - Improving Direct Lighting Material Occlusion - Part 1
Improving Direct Lighting Material Occlusion - Part 1 is a December 2025 blog post by Pablo Zurita on irradiance.ca.
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· <shaders><advanced><blog><comparison><engine><equations><fresnel><production> - Google Filament Documentation
Official docs for Google's physically based real-time renderer - material model, lighting equations, image-based lighting, and mobile-oriented PBR design used in Filament and…
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· <shaders><advanced><brdf><equations><fresnel><ggx><microfacet><notation> - Evaluating and Sampling Glinty NDFs in Constant Time
Evaluating and Sampling Glinty NDFs in Constant Time is a SIGGRAPH Asia 2025 ACM Transactions on Graphics paper by Pauli Kemppinen, Lois Paulin, Theo Thonat, Jean-Marc Thiery,…
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· <math><shaders><advanced><beckmann><geometry><ggx><microfacet><ndf> - Sample Decorrelation in BRDF Preconvolution for Image Based Lighting
Sample Decorrelation in BRDF Preconvolution for Image Based Lighting is a January 2026 blog post by auzaiffe about a seam artifact in split-sum IBL LD cubemap prefiltering, found…
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· <math><shaders><advanced><blog><auditing><brdf><implementing><microfacet> - Physically based rendering from first principles
Physically based rendering from first principles is an interactive educational article by imad that builds PBR intuition from the physics of light through material models used in…
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· <math><shaders><blog><brdf><engine><fresnel><microfacet><roughness> - Implementing a foil sticker effect
Implementing a foil sticker effect is an August 2025 technical blog post by Nikolaos Papadopoulos on 4rknova.com showing a custom Three.js shader for peeling holographic foil…
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· <shaders><blog><building><fresnel><implementing><roughness><terms> - 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,
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· <shaders><advanced><blog><block><catalog><terms><written><hlsl> - Grass Geometry Shader (Roystan)
Erik Roystan Ross's Unity Grass Shader Tutorial on roystan.net is a Built-in RP walkthrough, billed at about sixty minutes, that extends a downloadable starter scene in HLSL.
A
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· <shaders><advanced><blog><catalog><engine><geometry><written><hlsl> - Minimalist ray-tracing leveraging only acceleration structures
This is an AnKi 3D Engine blog post by Panagiotis Christopoulos Charitos on a lightweight potato-mode ray-tracing path using only acceleration structures and ray queries instead…
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· <shaders><advanced><blog><engine><implementing><side><specular><hlsl> - Physically Based Rendering In OpenGL Using GLTF2
Physically Based Rendering In OpenGL Using GLTF2 is an OGLDEV YouTube tutorial by Etay Meiri on modernizing an OpenGL pipeline with a glTF 2 metallic-roughness PBR…
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· <shaders><brdf><building><fresnel><roughness><specular> - 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…
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· <shaders><comparison><geometry><implementing><terms><variants> - Physically Based Content
Physically Based Content is a long essay by principal rendering engineer Pablo Zurita on irradiance.ca about authoring geometry, materials, lighting, and cameras so PBR engines…
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· <advanced><blog><consistent><geometry><ndf><production><roughness> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
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· <shaders><engine><helpful><production><side><hlsl> - Stylized GGX shading — toon specular highlights
Technical blog post by Alexandre Lamure on stylized GGX shading that mixes toon-like specular highlights with physically based GGX.
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· <math><shaders><blog><ggx><ndf><specular><variants> - Micropolygon Rendering in Anvil
Micropolygon Rendering in Anvil is a recorded talk by Lionel Berenguier, Jack Minnetian, presented at GDC Vault.
GDC Vault talk on Ubisoft's Micropolygon virtualized geometry…
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· <advanced><building><engine><geometry><implementing><matches> - 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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· <shaders><implementing><matches><phong><specular><hlsl> - Data Inheritance
GitHub repository by Mikko Mononen that pairs a written article with C prototype code for data inheritance: creating variations of existing data, overriding values, and…
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· <advanced><building><engine><production><variants><written> - OpenPBR: Novel Features and Implementation Details
OpenPBR: Novel Features and Implementation Details is a technical companion paper by Jamie Portsmouth (Autodesk), Peter Kutz (Adobe), and Stephen Hill (Lucasfilm) for the OpenPBR…
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· <math><shaders><advanced><implementing><microfacet><parameterization><specular>