- 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
100% match
· <shaders><blog><depth><meshes><property><shader><shell><stylized> - 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
· <shaders><advanced><blog><bandwidth><depth><instancing><meshes><multi> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
100% match
· <shaders><blog><depth><engine><geometry><normal><shader><stylized> - Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
[video] Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P.
96% match
· <shaders><advanced><blending><depth><engine><geometry><multi><techniques> - On Shaping Light
On Shaping Light is a June 2025 tutorial article by Maxime Heckel on combining post-processing with volumetric raymarching to build real-time light shafts for React Three Fiber…
96% match
· <shaders><blog><depth><geometry><multi><rays><shader><stylized> - Stateless particles - rendering without a mesh
The GPU supplies only SV_VertexID and SV_InstanceID, and the vertex shader fabricates positions, UVs, and normals for each quad or triangle strip.
93% match
· <shaders><blog><mroz><instancing><optimized><profiling><shader><transparency> - Eliminate Slope Stretching - Terrain Shaders - Episode 8
Eliminate Slope Stretching is episode 8 of Ben Cloward's terrain shaders series.
90% match
· <shaders><blending><engine><layers><meshes><normal><shader><unity> - 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…
85% match
· <shaders><advanced><blog><alternative><cost><engine><normal><quality> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits.
It…
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· <shaders><blog><cost><depth><multi><shader><timings><vertex> - Light beam shader in godot
Light beam shader in godot is a September 2025 passivestar.xyz tutorial recreating sharp Half-Life 2 style volumetric light shafts as Z-billboarded quads in Godot.
It explains…
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· <shaders><blog><blending><depth><shader><stylized><vertex><volumetric> - 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…
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· <shaders><blog><blending><cost><geometry><overdraw><pass><shader> - What to do if you're GPU Bound - Game Optimization - Episode 6
What to do if you're GPU Bound - Game Optimization - Episode 6 is a YouTube video by Ben Cloward on remediation steps when the GPU dominates frame time inside his game…
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· <cost><engine><geometry><overdraw><shader><transparency><unity> - Optimizing Individual Draw Calls - Game Optimization - Episode 9
[video] Optimizing Individual Draw Calls - Game Optimization - Episode 9 is an approximately 52-minute YouTube lesson by Ben Cloward in his Game Performance Optimization series.
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· <cost><meshes><quality><shader><timings><vertex><unity> - Pico GPU
Pico GPU is a small educational GPU environment hosted for learning and experimenting with shaders under a strict memory budget.
It targets 640x480 at 60 FPS with 24-bit depth…
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· <shaders><blending><depth><engine><instancing><shader><vertex> - Elden Ring, scrolling textures, swirling tornadoes.
Elden Ring, scrolling textures, swirling tornadoes.
81% match
· <shaders><depth><geometry><shader><vertex><volume><volumetric> - 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.
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· <shaders><blog><blending><depth><shader><techniques><transparency><unity> - Tornado Shader Breakdown (Cyanilux)
Tornado Shader Breakdown is a January 2022 Cyanilux post on a stylized tornado built with Unity URP Shader Graph.
79% match
· <shaders><blog><layers><meshes><shader><techniques><vertex><unity> - Simple Terrain Auto Material - Terrain Shaders - Episode 14
Simple Terrain Auto Material - Terrain Shaders - Episode 14 is a Ben Cloward tutorial on building slope-based terrain auto materials in Unity Shader Graph and Unreal.
It shows a…
77% match
· <shaders><blending><engine><layers><normal><shader><unity> - Painting Holes in Terrain - Terrain Shaders - Episode 10
[video] Painting Holes in Terrain - Terrain Shaders - Episode 10 is a Ben Cloward tutorial on enabling terrain hole painting in custom Unreal landscape materials and Unity Shader…
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· <shaders><cost><engine><meshes><shader><vertex><unity> - Terrain Tiling Break-Up - Terrain Shaders - Episode 4
Terrain Tiling Break-Up - Terrain Shaders - Episode 4 is a Ben Cloward YouTube tutorial in his Terrain Shaders series on reducing obvious texture repetition on large terrain…
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· <shaders><blending><cost><layers><multi><shader><unity>