- 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><free><gpu><marching><procedural><raymarching><scattering><volumetric> - Steerable Perlin Noise
Steerable Perlin Noise presents a SIGGRAPH Talks 2025 note by Jacob Rice of Walt Disney Animation Studios that adds controllable anisotropy to classic Perlin noise while keeping…
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· <shaders><free><modeling><noise><perlin><procedural><siggraph><volumetric> - 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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· <archive><clouds><free><lighting><raymarching><reference><shaders> - REAC 2025 Geometry rendering and shaders infrastructure in Warhammer 40000: Space Marine 2
This is a REAC 2025 conference talk video from Max Bukhalov and Egor Orachev of Saber Interactive about geometry rendering and shader infrastructure in Warhammer 40000: Space…
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· <shaders><advanced><talk><free><gpu><lighting><procedural><slides> - A Decade of Slug
A Decade of Slug is a March 2026 Terathon blog post by Eric Lengyel marking ten years of the Slug Algorithm for GPU font and vector rendering from Bezier curves.
The article…
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· <shaders><advanced><adaptive><free><gpu><reference><resolution> - 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><clouds><marching><procedural><raymarching><reference><volumetric> - Elden Ring, scrolling textures, swirling tornadoes.
Elden Ring, scrolling textures, swirling tornadoes.
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· <shaders><free><modeling><noise><raymarching><volumetric> - 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.
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· <shaders><free><lighting><noise><optimization><resolution> - Adaptive Tetrahedral Grids for Volumetric Path-Tracing
Adaptive Tetrahedral Grids for Volumetric Path-Tracing presents a SIGGRAPH Talks 2025 publication by Anis Benyoub and Jonathan Dupuy of Intel Corporation on the GGX Research…
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· <advanced><adaptive><assets><free><gpu><siggraph><volumetric> - RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)
Ray Tracing the World of Assassin's Creed Shadows is a SIGGRAPH 2025 Advances in Real-Time Rendering talk by Luc Leblanc and Melino Conte of Ubisoft's Anvil lighting and…
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· <shaders><advanced><talk><free><lighting><marching><raymarching><siggraph> - 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><free><gpu><lighting><millisecond> - Advances in Real-Time Rendering in Games - 2026
Course site for the SIGGRAPH 2026 Advances in Real-Time Rendering in Games sessions, with talk abstracts and downloadable slides from studios including Activision, EA SEED, Sony,…
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· <shaders><advanced><adaptive><siggraph><slides><upscaling><volumetric> - 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.
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· <shaders><advanced><free><lighting><marching><raymarching><volumetric> - 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…
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· <shaders><advanced><free><lighting><noise><raymarching><volumetric> - Advances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games is the official SIGGRAPH 2025 course page for the long-running Advances program, organized by Natalya Tatarchuk, marking the course's…
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· <shaders><advanced><adaptive><free><lighting><scattering><siggraph> - 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…
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· <shaders><advanced><free><noise><procedural><raymarching> - Alan Zucconi - Tutorials
200+ tutorials on game dev math, shaders, Unity techniques, inverse kinematics, and ML topics.
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· <shaders><gpu><noise><raymarching><volumetric> - 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
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· <shaders><coverage><free><lighting><reference> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
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· <shaders><assets><free><gpu><optimization><procedural> - 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.
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· <shaders><adaptive><archive><lighting><reference>