- 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…
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· <general><shaders><intermediate><camera><engine><gdc><materials><ryan> - 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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· <code><shaders><artists><draw><drawn><lighting><look><looks> - Inresin
Louis Waloschek's WordPress technical art blog: a small set of long Unity Built-In Render Pipeline tutorials rather than a formal curriculum.
Articles cover selective PPv2 effects by packing mask data into opaque shader alpha, stylized interior lighting faked with global position arrays and C# managers, and terrain-mesh blending through auxiliary cameras and replacement shaders.
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· <shaders><intermediate><artists><control><fully><lighting><pipeline><programmers> - 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><aimed><art><camera><control><engine><lighting> - 2D Grass Rendering with WebGPU Compute Shaders
Technical walkthrough from the Jarl Devs Team of a fully procedural 2D pixel-art grass renderer driven by two WebGPU/WGSL compute passes that regenerate, depth-sort, and shade…
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· <code><shaders><intermediate><art><engine><fully><pipeline><pixel> - Volumetric FX for the 2D world of The Bad Guys 2
SIGGRAPH 2026 Talks paper on DreamWorks volumetric effects for The Bad Guys 2, where volumes needed a hand-drawn look to match the film's mix of 3D lighting and 2D shapes.
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· <general><intermediate><talk><animation><describes><drawn><hand><lighting> - Colored Shadow Penumbra
Colored Shadow Penumbra is a technical blog article by Oscar Sanz.
Short Unreal Engine tech-art note on adding colored shadow penumbra by editing deferred lighting shaders for…
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· <shaders><intermediate><aimed><art><artists><dynamic><engine><lighting> - EA Sports F1 25: Path Tracing at 200mph
EA Sports F1 25: Path Tracing at 200mph is a recorded talk by Tom Hammersley, presented at GDC Vault.
GDC Vault session by Tom Hammersley (EA Codemasters) on shipping a path…
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· <code><talk><aimed><art><assets><engine><gdc><lighting> - How animation hides LOD Transitions
How animation hides LOD Transitions is a Simplygon blog post by product expert Jesper Tingvall measuring how walk and run animation changes visible LOD pop distance in Unity with…
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· <general><intermediate><animation><artists><assets><camera><characters><describes> - 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…
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· <code><general><dynamic><engine><fully><programmers><talk><technical> - Physically Based Content
Physically Based Content is a long essay by principal rendering engineer Pablo Zurita on irradiance.ca about authoring geometry, materials, lighting, and cameras so PBR engines…
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· <general><art><artists><camera><dynamic><keeping><lighting><materials> - 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…
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· <code><general><intermediate><aimed><animation><assets><control><describes> - REAC 2025 Geometry rendering and shaders infrastructure in Warhammer 40000: Space Marine 2
This is a REAC 2025 conference talk video from Max Bukhalov and Egor Orachev of Saber Interactive about geometry rendering and shader infrastructure in Warhammer 40000: Space…
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· <code><shaders><talk><draw><dynamic><engine><lighting><materials> - RE ENGINE Meshlet Rendering Pipeline
This REAC 2025 conference talk by Capcom rendering engineer Hitoshi Mishima covers the meshlet rendering pipeline introduced in RE ENGINE for Dragon's Dogma 2 and Monster Hunter…
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· <code><talk><aimed><complex><draw><engine><environments><pipeline> - see here for slides
Gilbert Sanders, Principal Artist at Guerrilla Games, gave this GDC 2018 Visual Arts session on vegetation in Horizon Zero Dawn.
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· <general><intermediate><talk><artists><gdc><programmers><technical><vault> - How to optimize your Niagaras - Paweł Charzyński || 11Bit Studios ||
How to optimize your Niagaras is a Game Industry Conference 2024 talk by Pawel Charzynski of 11Bit Studios on Unreal Engine Niagara VFX optimization from Frostpunk 2…
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· <shaders><intermediate><talk><artists><dynamic><engine><materials><programmers> - 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…
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· <code><intermediate><aimed><describes><end><engine><pixel><programmers> - From SDR to Fake HDR: Mario Kart World on Switch 2 Undermines Modern Display Potential
From SDR to Fake HDR: Mario Kart World on Switch 2 Undermines Modern Display Potential is a June 2025 technical critique by Alexander Mejia analyzing Mario Kart World's HDR…
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· <general><intermediate><artists><dynamic><lighting><look><pipeline><technical> - Physically Based Rendering: Putting Pieces Together - Paweł Stolecki || CD Projekt Red ||
Physically Based Rendering: Putting Pieces Together is a Game Industry Conference 2024 talk by Pawel Stolecki of CD Projekt Red that maps how PBR lighting topics interlock for…
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· <general><shaders><intermediate><talk><aimed><artists><lighting><programmers> - Avowed: A GPU Technical Retrospective | Unreal Fest Orlando 2025
Avowed: A GPU Technical Retrospective is a recorded Unreal Fest Orlando 2025 talk by Matt Campbell, lead graphics engineer at Obsidian Entertainment, on GPU work for the shipped…
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· <code><shaders><talk><aimed><artists><engine><technical><world>