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Replicating the Shadowglass 3D pixel-art technique

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Replicating the Shadowglass 3D pixel-art technique is a February 2026 technical write-up on tesseractc.at that reverse-engineers stable first-person pixel-art rendering inspired by Shadowglass-style videos and related cubemap demos.

It contrasts Minecraft-style low-res textures, PS1-era low internal resolution shimmer, and the target style's pixel stability under camera motion. The proposed texel marching approach renders low-res color and depth cubemaps, reprojects them with parallax-aware raymarching as the viewer moves, blends multiple distance cubemaps, and falls back for disocclusion. An update covers IndividualKex's texel splatting variant that instances quads at cubemap texel world positions.

It is for intermediate to advanced indie graphics programmers comfortable with Unity-like engines, cubemaps, and depth buffers. Artists can follow the look comparisons, but implementation detail is technical.

The page is a free article with diagrams, pseudocode, Unity settings screenshots, and comparison videos.

It is useful as a starting recipe for camera-stable pixelation beyond naive low-resolution framebuffers.