- Replicating the Shadowglass 3D pixel-art technique
Replicating the Shadowglass 3D pixel-art technique is a February 2026 technical write-up on tesseractc.at that reverse-engineers stable first-person pixel-art rendering inspired…
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· <shaders><blog><distance><motion><pixel><raymarching><shimmer><stability> - Sharp Bilinear Filters: Big Clean Pixels for Pixel Art
Sharp Bilinear Filters: Big Clean Pixels for Pixel Art is an October 2025 OpenGL blog post by Michael Martin on Bumbershoot Software about magnifying pixel art without…
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· <shaders><intermediate><blog><bilinear><blur><edges><filtering><fwidth> - 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…
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· <shaders><intermediate><blog><blur><derivatives><distance><edges><fwidth> - 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><intermediate><lighting><mipmap><motion><screen><temporal><vector> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
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· <shaders><intermediate><blog><demonstrations><distance><materials><screen><vector> - 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…
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· <shaders><intermediate><blog><blur><materials><motion><texture><vector> - Partial Derivatives (ddx, ddy, fwidth) (Ronja)
Ronja’s tutorial 046 demystifies HLSL partial derivatives: ddx and ddy measure how a value changes across 2×2 pixel quads, and fwidth combines them for screen-space-aware filtering.
Demonstrates greyscale debug views, then builds an anti-aliased step (aaStep) that widens cutoffs by one pixel’s gradient - reducing jaggy fire, toon bands, and procedural edges versus raw step().
Includes a scrolling noise fire shader comparing step, aaStep, and smoothstep.
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· <shaders><intermediate><blog><derivatives><fwidth><pixel><pixels><unity> - Per Texel Lighting
Per Texel Lighting is a February 2026 technical blog post by Joshua Martinez explaining a Unity project that lights and shadows objects per texture texel instead of per…
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· <shaders><intermediate><blog><distance><lighting><texel><texture><unity> - How animation hides LOD Transitions
How animation hides LOD Transitions is a Simplygon blog post by product expert Jesper Tingvall measuring how walk and run animation changes visible LOD pop distance in Unity with…
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· <general><intermediate><blog><distance><fades><lod><pixel><screen> - 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><general><intermediate><blog><materials><raymarching><sampling><texture> - 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><blog><distance><fades><lighting><vector><unity> - Eliminate Slope Stretching - Terrain Shaders - Episode 8
Eliminate Slope Stretching is episode 8 of Ben Cloward's terrain shaders series.
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· <shaders><intermediate><derivatives><materials><sampling><texture><unity> - Texturing & UVs | Unity Shader Code Basics 02
This Daniel Ilett YouTube video is part two of Unity Shader Code Basics and focuses on sampling textures with UV coordinates in handwritten Unity shader code rather than Shader…
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· <shaders><lighting><materials><sampling><texture><uv><unity> - Better Tile Breakup - Terrain Shaders - Episode 7
Better Tile Breakup - Terrain Shaders - Episode 7 is a Ben Cloward tutorial on a stronger method for breaking terrain texture tiling than the rotation approach from earlier in…
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· <shaders><intermediate><materials><screen><texture><shadertoy><unity> - 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><blog><evaluating><pixel><texture><vector> - Surfel-based global illumination on the web
Surfel-based global illumination on the web is a January 2026 interactive article by Jure Triglav on implementing surfel GI with WebGPU compute shaders in the browser.
It walks…
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· <shaders><blog><grid><pixels><stability><temporal> - Texel Splatting
Technical writeup by Dylan Ebert on texel splatting, a technique for perspective-stable 3D pixel art that renders geometry into cubemaps from fixed probe origins and splats each…
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· <shaders><blog><grid><pixel><screen><shimmer><texel> - Texel Splatting | True 3D Pixel Art
Short YouTube explainer by Dylan Ebert introducing Texel Splatting for perspective-stable 3D pixel art.
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· <shaders><intermediate><materials><pixel><shimmer><stability><texel> - 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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· <general><blog><distance><edges><filtering><lighting><materials> - ShaderToy - Unofficial Blog
Unofficial but widely referenced knowledge base for ShaderToy - GLSL ES quirks, performance tricks, buffer usage, antialiasing, and SIMD/warp divergence.
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· <shaders><intermediate><blog><antialiasing><fwidth><pixels><sampling><shadertoy>