- 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
· <code><shaders><advanced><blog><instead><linked><low><material> - Shipping Neural Texture Compression in Assassin’s Creed Mirage
A Ubisoft technical article on shipping neural texture compression for PBR materials in Assassin's Creed Mirage to cut texture memory while keeping visual quality.
It explains…
100% match
· <code><shaders><advanced><blog><decoder><material><materials><mlp> - Adventures in Neural Rendering
Adventures in Neural Rendering is a February 2026 blog post by Kostas Anagnostou on Interplay of Light about using small multilayer perceptrons as signal encoders in real-time…
100% match
· <code><shaders><advanced><blog><mlp><neural><plus><post> - Reflective materials in Block Game
Reflective materials in Block Game is a January 2026 development blog post by Eniko Fox describing a high-level matcap-based reflection system in the author's Block Game…
100% match
· <code><shaders><blog><instead><low><map><materials><pbr> - Introducing the MIP Explorer
Introducing the MIP Explorer is a technical blog post by Hauke Thiessen, second in a German Dev Days 2025 series on shrinking game textures, that presents an open Python tool for…
98% match
· <blog><low><map><maps><material><post><textures><github> - Procedural Pool Balls
Shader tutorial article by Daniel Pokladek on drawing procedural pool balls with signed distance fields in Unity.
92% match
· <shaders><blog><linked><material><post><resolution><textures><github> - Coding This is Us
Coding This is Us is a November 2025 post by Guillaume Boisse on graphics techniques used in the Revision 2025 PC demo This is Us, published on his personal graphics blog.
It…
92% match
· <code><shaders><advanced><blog><instead><low><maps><multi> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
92% match
· <code><shaders><advanced><blog><evolution><map><maps><plus> - Neural Texture Compression using Hypernetworks
Neural Texture Compression using Hypernetworks.
90% match
· <code><shaders><advanced><decoder><material><mlp><multi><neural> - Advanced Physically Based Rendering With ClearCoat
This OGLDEV YouTube video continues an advanced glTF physically based rendering series by adding the Khronos Clear Coat material extension.
88% match
· <code><shaders><instead><maps><material><materials><pbr><textures> - 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…
85% match
· <code><shaders><blog><instead><linked><maps><post><github> - 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.
85% match
· <shaders><advanced><blog><images><maps><material><pbr><post> - 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.
83% match
· <images><linked><map><maps><resolution><textures><github> - 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.
83% match
· <shaders><blog><fits><linked><material><materials><textures> - An Updated Sponza glTF
An Updated Sponza glTF is a February 2026 blog post by Ignacio Castaño republishing a cleaned Sponza glTF with uncompressed PNG textures and comparing AVIF plus runtime GPU…
83% match
· <code><blog><pbr><plus><post><repo><textures> - Better sRGB to greyscale conversion
Better sRGB to greyscale conversion is an October 2025 technical blog post on 30fps.net about converting gamma-encoded sRGB to greyscale without misusing Rec.
83% match
· <shaders><blog><images><maps><material><post><textures> - Our Workflow with Blender and Godot
Our Workflow with Blender and Godot is a Blender Studio blog post by technical director Simon Thommes on the Blender-to-Godot pipeline used for the DOGWALK game.
It describes a…
83% match
· <code><blog><instead><material><multi><post><repo> - 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
81% match
· <shaders><blog><linked><material><multi><post><textures> - A Recursive Algorithm to Render Signed Distance Fields
Blog post by Maxime Chevalier-Boisvert (March 6, 2026) proposing a recursive divide-and-conquer CPU algorithm for rendering signed distance fields instead of classic per-pixel…
81% match
· <code><advanced><blog><instead><linked><plus><post><github> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
79% match
· <code><shaders><advanced><blog><aware><linked><low><resolution>