- 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><article><based><indirect><lighting> - 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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· <code><shaders><advanced><blog><article><based><buffers><illumination> - 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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· <code><shaders><blog><based><combining><lighting><maps><real> - Introducing AMD GI-1.2 with multibounce indirect real-time rendering
Introducing AMD GI-1.2 with multibounce indirect real-time rendering is a November 2025 AMD GPUOpen article by Erica Tjernell and Matthew Oliver announcing GI-1.2 and Capsaicin…
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· <code><advanced><blog><amd><article><describes><gpuopen><indirect> - 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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· <code><shaders><advanced><buffers><lighting><multi><real><screen> - Neural Visibility Cache for Real-Time Light Sampling
Neural Visibility Cache for Real-Time Light Sampling is a Journal of Computer Graphics Techniques Vol.
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· <code><advanced><based><illumination><lighting><multi><neural><real> - 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…
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· <code><shaders><blog><article><combining><multi><real><screen> - Generative AI model for Global Illumination effects
Generative AI model for Global Illumination effects is a July 2025 AMD GPUOpen Learn article by SungYe Kim, Wojciech Uss, Wojciech Kalinski, Alexandr Kuznetsov, and Harish Anand…
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· <shaders><advanced><blog><anand><kalinski><kim><kuznetsov><uss> - 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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· <code><shaders><based><buffers><illumination><lighting><presented><screen> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
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· <shaders><blog><article><based><buffers><lighting><screen><shadow> - Improving Direct Lighting Material Occlusion - Part 2
Improving Direct Lighting Material Occlusion - Part 2 is a March 2026 irradiance.ca article by Pablo Zurita on microsurface-aware micro-shadowing for direct lighting.
Building…
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· <code><shaders><advanced><blog><article><based><lighting><maps> - 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…
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· <code><shaders><advanced><blog><article><based><maps><multi> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume presents NIV, a compact neural bake of diffuse indirect lighting for real-time shading of static scenes and novel dynamic…
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· <code><shaders><advanced><indirect><lighting><multi><neural><real> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
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· <code><shaders><advanced><amd><article><based><real><screen> - 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.
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· <code><shaders><advanced><based><buffers><multi><neural><real> - Real-time Image-based Lighting of Glints
Real-time Image-based Lighting of Glints.
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· <code><shaders><advanced><based><lighting><maps><model><real> - Raymarching Distance Fields : Concepts and Implementation in Unity (Adrianb)
Adrian Biagioli’s 2016 writeup introduces raymarching signed distance fields entirely in a Unity screen-space image effect on a full-screen quad - no mesh geometry per object.
Covers view-frustum ray setup, analytic SDF composition, march loops, basic lighting, and depth-buffer occlusion against traditional mesh renderers.
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· <shaders><advanced><blog><article><describes><real><screen><space> - Anno 1800: Frame Analysis
Anno 1800: Frame Analysis is a reverse-engineering blog post by Thomas Poulet that traces how Ubisoft Mainz's custom Anno 1800 engine builds one captured frame.
It covers…
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· <code><advanced><blog><article><lighting><maps><real><shadow> - Outline Shader (Roystan)
Erik Roystan Ross's Unity article (2018.3, about fifty minutes) teaches screen-space outlines as a custom post-processing stack effect.
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· <shaders><blog><article><effects><real><screen><space><time> - 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><blog><article><based><combining><lighting><presented><space>