- 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…
98% match
· <code><intermediate><blog><camera><diagrams><position><screen><space> - 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,
96% match
· <code><blog><basis><casting><position><related><uses><view> - Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries
Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries presents a research project page by Victor Rong, Jan Held, Victor Chu, Daniel Rebain,…
88% match
· <code><math><compact><diagrams><field><includes><uses><view> - 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.
79% match
· <intermediate><blog><field><mouse><position><screen><space><world> - 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
77% match
· <intermediate><gameplay><ray><related><screen><space><vectors> - I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) is a YouTube technical overview by Mike Turitzin of a solo-built engine focused on high-fidelity editable…
75% match
· <code><math><diagrams><field><gameplay><ray><world> - 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…
73% match
· <code><intermediate><blog><includes><related><screen><space><view> - 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…
71% match
· <code><blog><camera><diagrams><pseudocode><related><world> - Matrices are tensors | Tensor algebra episode 4
Matrices are tensors is episode 4 of the Tensor algebra series on the All Angles YouTube channel.
71% match
· <math><intermediate><basis><diagrams><formula><related><vectors> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
67% match
· <intermediate><blog><camera><position><space><uses><world> - 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
67% match
· <intermediate><blog><gameplay><includes><related><screen><space> - 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…
67% match
· <intermediate><blog><camera><ray><space><vectors><world> - Rendering Realtime Caustics (Alexander Ameye)
Alexander Ameye documents a Unity real-time caustics approach using projected textures or light cookies combined with depth-aware sampling, building on his render-feature tutorials.
Explains artist controls, performance pitfalls, and when to fake caustics versus offline path tracing.
67% match
· <intermediate><blog><position><related><space><uses><world> - Computing Camera Rays
Computing Camera Rays is a technical blog article by Christoph Peters.
Blog post deriving camera-ray origin, direction, and far-plane length from a world-to-clip matrix so…
65% match
· <code><math><blog><camera><diagrams><ray><world> - 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…
65% match
· <intermediate><compact><diagrams><related><screen><space> - Neural Visibility Cache for Real-Time Light Sampling
Neural Visibility Cache for Real-Time Light Sampling is a Journal of Computer Graphics Techniques Vol.
62% match
· <code><math><casting><screen><space><uses> - 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…
60% match
· <code><intermediate><blog><diagrams><ray><space><world> - Around The World, Part 28: Scaling up
This is part 28 of Thomas ten Cate's Around The World development blog about an early-stage sea exploration game in Godot.
60% match
· <code><intermediate><blog><camera><diagrams><view><world> - Software occlusion culling in Block Game
Software occlusion culling in Block Game is a January 2026 Eniko Fox blog post on a CPU depth-buffer occlusion culler for an FNA block/chunk game aimed at weak integrated…
60% match
· <code><intermediate><blog><diagrams><space><view><world> - I Misunderstood Rejection Sampling All This Time
I Misunderstood Rejection Sampling All This Time is a September 2025 NULL BITMAP essay by Justin Jaffray that expands a common disk-sampling view of rejection sampling into the…
60% match
· <math><intermediate><blog><diagrams><related><uses><view>