- BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
100% match
· <shaders><intermediate><developers><easier><related><scene><shader><shadow> - 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><clamp><covers><far><fragment><matrix><onto> - 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.
100% match
· <shaders><intermediate><covers><developers><fragment><mapping><sampling><style> - Runtime Mipmap Generation
Runtime Mipmap Generation is a February 2026 blog post by Ignacio Castano on generating mipmaps at runtime in spark.js instead of shipping precomputed chains with compressed…
100% match
· <code><shaders><building><covers><developers><fragment><shader><style> - Descriptor Indexing // Vulkan For Beginners #26
Descriptor Indexing // Vulkan For Beginners #26 is an OGLDEV YouTube tutorial that adds Vulkan descriptor indexing so shaders can index large texture arrays at runtime.
It…
100% match
· <code><intermediate><video><ogldev><fragment><onto><project><related> - 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><intermediate><building><covers><related><sampling><scene> - Pico GPU
Pico GPU is a small educational GPU environment hosted for learning and experimenting with shaders under a strict memory budget.
It targets 640x480 at 60 FPS with 24-bit depth…
100% match
· <code><shaders><aimed><clipping><fragment><matrix><project><shader> - 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.
100% match
· <code><shaders><intermediate><video><ogldev><covers><developers><fragment> - Elden Ring, scrolling textures, swirling tornadoes.
Elden Ring, scrolling textures, swirling tornadoes.
100% match
· <code><shaders><intermediate><video><building><covers><fragment><geometry> - 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…
100% match
· <code><shaders><intermediate><developers><far><geometry><ndc><perspective> - 2D Water Shader Breakdown (Cyanilux)
A Shader Graph breakdown of stylized 2D water in Unity URP: sprite reflections via a second camera, scrolling noise distortion, fake highlights, and tilemap shoreline ripples for pixel art.
96% match
· <shaders><intermediate><developers><sampling><scene><shader><style><textures> - Depth | Unity Shader Code Basics 04
This YouTube tutorial by Daniel Ilett is part 4 of Unity Shader Code Basics.
96% match
· <shaders><video><covers><project><scene><shader><style><texturing> - Dynamic levels of detail in Evolve
Dynamic levels of detail in Evolve is an October 2025 engineering post by Jan Kind on geometry and material LOD in the Breda framework behind the Evolve next-gen GPU…
94% match
· <code><bias><building><covers><geometry><scene><shader><style> - Cubemaps // Vulkan For Beginners #25
Cubemaps // Vulkan For Beginners #25 is an OGLDEV YouTube tutorial that adds cubemap skybox support to a beginner Vulkan series after basic rendering and 2D textures.
It walks…
93% match
· <code><video><ogldev><geometry><sampling><shader><textures><view> - 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…
92% match
· <shaders><intermediate><border><clamp><cleanly><covers><shader><textures> - Multiple Worlds, One Screen: recreating SplitFiction’s Trick in Unity
Multiple Worlds, One Screen: recreating SplitFiction's Trick in Unity is a TNTC YouTube technical breakdown by Matteo and Erik that recreates Split Fiction style multi-world…
92% match
· <code><shaders><intermediate><video><border><developers><project><shader> - Unity GitHub - URP Rendering Examples
UniversalRenderingExamples aggregates URP feature demos - outlines, decals, lights, and post effects - with staged “completed” scenes for learning renderer features incrementally.
90% match
· <intermediate><developers><perspective><project><scene><shader><textures><view> - Lighting | Unity Shader Code Basics 06
Lighting | Unity Shader Code Basics 06 is a free YouTube video on the Daniel Ilett channel, an episode in the Unity Shader Code Basics series.
Unity Shader Code Basics episode…
90% match
· <code><shaders><video><aimed><sampling><shader><shadow><style> - Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
88% match
· <code><shaders><far><fragment><perspective><sampling><scene><shader> - Rendering an OctMap
Khronos Vulkan sample that renders an Octomap occupancy map with GPU instancing and compares it to GLTF mesh and embedded Gaussian Splat views of the same scene.
83% match
· <code><intermediate><aimed><covers><developers><mapping><scene><shader>