- 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><based><game><like><post><programmers><shader> - 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><based><game><graphs><highlights><shader> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <shaders><intermediate><blog><based><ggx><pbr><physically><post> - 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><intermediate><blog><based><game><post><shader><specular> - 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…
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· <math><blog><hybrid><post><programmers><snippets><technical><useful> - On Rendering the Sky, Sunsets, and Planets
On Rendering the Sky, Sunsets, and Planets is a technical blog article by Maxime Heckel.
Maxime Heckel write-up on implementing atmospheric scattering in the browser for…
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· <math><shaders><intermediate><blog><based><post><programmers><shader> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman.
DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
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· <math><shaders><blog><post><programmers><shader><snippets><technical> - Fast and Gorgeous Erosion Filter
Fast and Gorgeous Erosion Filter is a technical blog article by Rune Skovbo Johansen.
Blog post on a GPU-friendly procedural erosion filter that adds branching gullies and…
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· <math><shaders><intermediate><blog><based><post><programmers><seeking> - How to Color Low Poly Terrain with Gradients and Curves
How to Color Low Poly Terrain with Gradients and Curves is a technical blog article by Tâm Trần Ngọc.
Tutorial explaining how to color low poly terrain with a slope gradient, a…
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· <shaders><intermediate><blog><controls><mixes><post><programmers><shader> - Standardizing HLSL
Standardizing HLSL is a February 2026 DirectX Developer Blog post by Chris Bieneman announcing Ecma Technical Committee 57 to standardize the High Level Shading Language.
It…
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· <shaders><intermediate><blog><based><post><programmers><shader><shading> - IBL Optimization Study III: Shared memory and Latency Hiding
IBL Optimization Study III: Shared memory and Latency Hiding is the third Technik blog post by Carmelo J Fernandez-Aguera Tortosa optimizing GGX specular prefiltering for…
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· <shaders><blog><based><ggx><post><programmers><references><shader> - 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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· <math><shaders><blog><based><ggx><post><shader><shading> - A silly diffuse shading model
A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early…
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· <math><shaders><intermediate><blog><game><pbr><post><programmers> - 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…
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· <shaders><blog><post><programmers><shader><shading><snippets><specular> - A series of tricks and techniques I learned doing tiny GLSL demos
A series of tricks and techniques I learned doing tiny GLSL demos is a December 2025 blog post by bµg about lessons from size-constrained GLSL demos after the earlier Red Alp…
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· <math><shaders><blog><post><shader><shading><simple><size> - 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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· <shaders><blog><based><post><programmers><snippets><specular><technical> - 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…
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· <shaders><intermediate><blog><based><game><pbr><post><programmers> - Bindless Oriented Graphics Programming
Bindless Oriented Graphics Programming is a technical blog post by Alex Tardif on alextardif.com.
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· <blog><post><programmers><references><shader><snippets><technical><useful> - 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.
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· <math><shaders><intermediate><blog><mixes><post><programmers><shader> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <intermediate><blog><modern><post><programmers><seeking><shader><useful>