- Self Shadow - Rendering
In-depth blog posts on physically based shading, microfacet models, energy conservation, and advanced BRDF topics.
100% match
· <shaders><blog><brdf><microfacet><models><multi><pbr><physically> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
100% match
· <shaders><blog><article><before><behind><covers><first><free> - 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><blog><article><free><intermediate><material><physics><shader> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
100% match
· <general><blog><aimed><article><before><beginners><chapter><free> - 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…
100% match
· <general><shaders><blog><article><builds><engine><material><ray> - 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
· <shaders><blog><article><based><before><context><covers><first> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
100% match
· <general><abstract><aimed><based><free><intermediate><modern><parameters> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
100% match
· <general><blog><abstract><article><before><context><educational><engine> - Soft-body Shader (Crumble, BruteForceGame)
Brute Force Games’ devblog chapter presents a soft-body/jelly shader approach for their Crumble title - vertex deformation and material response that sell squishy physics without f
100% match
· <general><blog><article><before><free><material><physics><shader> - 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…
100% match
· <math><shaders><blog><article><before><curves><early><free> - An Experimental Approach to printf in HLSL
An Experimental Approach to printf in HLSL is a December 2025 technical post by Chris Bieneman describing a holiday prototype for GPU-side printf in HLSL.
It covers GPU string…
100% match
· <shaders><blog><article><based><context><covers><free><html> - Realtime Raytracing in Bevy 0.18 (Solari)
Realtime Raytracing in Bevy 0.18 (Solari) is a December 2025 development post by jms55 on quality and performance work for Solari, Bevy's dynamic ray-traced lighting path planned…
100% match
· <shaders><blog><article><brdf><free><html><intermediate><material> - No Graphics API
No Graphics API is a December 2025 long-form essay by Sebastian Aaltonen arguing that modern bindless GPUs no longer need the retained-mode complexity of DirectX 12, Vulkan, and…
100% match
· <blog><diagrams><first><free><html><modern><shader><useful> - 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.
100% match
· <blog><article><based><context><covers><diagrams><early><free> - MeshSplatting: Differentiable Rendering with Opaque Meshes
MeshSplatting: Differentiable Rendering with Opaque Meshes presents a mesh-based novel view synthesis method by Jan Held and collaborators that jointly optimizes geometry and…
100% match
· <math><abstract><based><covers><engine><free><page><useful> - Eliminate Slope Stretching - Terrain Shaders - Episode 8
Eliminate Slope Stretching is episode 8 of Ben Cloward's terrain shaders series.
100% match
· <shaders><context><covers><engine><free><intermediate><material><shader> - Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling
Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling presents a Utah Graphics Lab method by Pengpei Hong, Meng Duan, Beibei Wang, Cem Yuksel,…
100% match
· <math><abstract><based><builds><covers><free><interactive><page> - Coding Adventure: Simulating Smoke
This YouTube Coding Adventure video by Sebastian Lague builds a grid-based smoke simulation from first principles as one episode in the Coding Adventures series.
It covers…
100% match
· <math><aimed><based><builds><covers><first><free><interactive> - 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.
100% match
· <math><shaders><blog><article><beginners><covers><free><material> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits.
It…
100% match
· <shaders><blog><before><covers><free><generated><html><multi>