Introducing AMD GI-1.2 with multibounce indirect real-time rendering
- Auto-discovered
Erica Tjernell, Matthew Oliver
Visit resource ↗Description
Introducing AMD GI-1.2 with multibounce indirect real-time rendering is a November 2025 AMD GPUOpen article by Erica Tjernell and Matthew Oliver announcing GI-1.2 and Capsaicin Framework v1.3.
It describes multibounce hash-grid cells that recover energy missing from GI-1.1's two-bounce-only look, including resolve of second-bounce direct light into first-bounce cells with BRDF weighting. Capsaicin v1.3 notes cover HDR display support, DPI awareness, and FSR upscaling including FSR 4 on RDNA 4.
It is for advanced real-time GI programmers evaluating Capsaicin. Prior GI-1.0 or GI-1.1 reading helps but is not required to follow the steps.
The page is free on GPUOpen with Capsaicin download pointers and links to related papers and a thesis.
It is useful when comparing Capsaicin GI energy to path-traced references and understanding the multibounce update path.
Related resources
- A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs. It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects. Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
100% match · <blog><article><download><free><look><programmers><real><related> - A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
100% match · <blog><article><first><free><look><only><programmers><real> - 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 · <code><advanced><blog><article><first><free><programmers><real> - Constraint-Based Tile Generators (BorisTheBrave)
Constraint-Based Tile Generators is BorisTheBrave's October 2021 survey unifying WaveFunctionCollapse and Model Synthesis as constraint-based tile generators that fill a grid under hard local rules. Boris organizes variants by model (adjacency versus overlapping patches), constraint inference from samples, labels, or tile borders, solvers from arc consistency to Z3, cell and tile heuristics, contradiction handling, and non-square grids.
100% match · <blog><article><comparing><free><grid><look><programmers><real> - 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 · <blog><advanced><article><cover><helps><including><notes><prior> - Deferred Shading (CatlikeCoding)
Rendering 13 on Catlike Coding is Jasper Flick's chapter on Unity deferred shading, part of the Built-in RP Rendering series (Unity 5.5).
100% match · <advanced><blog><article><cover><free><look><only><path> - 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><advanced><blog><article><direct><first><free><indirect> - Easing Functions
Easings.net is a free interactive cheat sheet by Andrey Sitnik and Ivan Solovev for choosing easing functions that control how a parameter changes over normalized animation time. The catalog lists quad, cubic, quart, quint, exponential, circular, elastic, and bounce curves in ease-in, ease-out, and ease-in-out forms.
100% match · <blog><article><bounce><first><free><helps><page><programmers> - GDC/ADDON 2022: How (not) to create Textures for VFX (Simon Trümpler / Simonschreibt)
Simon Trümpler's Simonschreibt page hosts his GDC 2022 Visual Effects Summit talk and an ADDON 2022 revision on VFX textures.
100% match · <blog><article><free><including><programmers><real><related><time> - GPUGems - Chapter 38. Fast Fluid Dynamics Simulation on the GPU
Harris's GPU Gems Chapter 38 explains fast, stable 2D fluid simulation on the GPU.
100% match · <blog><article><download><free><including><programmers><real><related> - Grass System (MinionsArt)
MinionsArt's Grass System page on minionsart.github.io indexes a Unity foliage toolkit whose tutorials and packages sit on Patreon.
100% match · <code><blog><article><direct><free><links><programmers><real> - Lexdev
(lexdev.net) is an independent Unity shader and rendering tutorial site organized around game-inspired case studies and short basics articles. Featured walkthroughs include a Frostpunk heatmap with compute shaders, shader variants, and deferred shading; Civilization VI fog of war; Gears Hammer of Dawn; Overwatch-style shields; and UI background blur.
100% match · <code><advanced><blog><article><free><including><programmers><real> - My take on shaders : Parallax effect (part 1) (Harry Alisavakis)
Harry Alisavakis posted this in February 2019 as part one of a two-part Unity parallax tutorial.
100% match · <blog><article><first><free><programmers><real><related><time> - part 2
Harry Alisavakis continues his parallax series with layered “cracked ice” style offsets inspired by Binary Impact’s Shader Graph demo, implemented here in handwritten Unity surface shaders. Reuses the tangent-space view vector vertex pass from part I, then loops parallax texture samples with iteration-controlled depth and fade, adding results into albedo (overlay blending noted as an alternative). DisableBatching protects object-space camera math on multiple instances.
100% match · <blog><article><free><only><programmers><real><related><second> - Part 2, Coloring Light as it passes through Stained Glass
Valerio Marty’s Medium follow-up extends his Unity volumetric light raymarch with stained-glass tinting via nested world-space rays and a custom depth buffer for non-shadow-casting glass. Each lit march step casts toward the sun, stepping through screen-space UVs to read a ScriptableRendererFeature depth pass (R8 linear camera distance).
100% match · <code><blog><article><free><light><programmers><real><related> - Portals Series (Daniel Ilett)
Daniel Ilett’s multi-part portal series recreates Spyro-style skybox gates and full Portal-like rendering in Unity, covering stencil buffers, oblique projection matrices, momentum
100% match · <blog><article><first><free><only><programmers><real><related> - Recreating Civ VI Fog of War Effect (Lexdev)
Lexdev’s case study rebuilds Civilization VI - style fog of war in Unity using shader tricks that hide unexplored terrain while keeping explored areas readable. Explains texture masks, blending, and map interaction constraints typical of 4X strategy cameras.
100% match · <code><blog><article><follow><free><prior><programmers><real> - second post discussing 3D
BorisTheBrave’s 2018 post is the 3D installment of a marching-cubes series on smooth destructible terrain.
100% match · <blog><article><cover><evaluating><first><free><grid><programmers> - Shader Fundamentals (CatlikeCoding)
Rendering 2: Shader Fundamentals is Jasper Flick's second Catlike Coding Unity tutorial on how meshes become pixels.
100% match · <blog><article><first><free><light><programmers><real><related> - Shader Graph Custom Function Nodes Collection (Tim Coster, Sep 2020)
Tim Coster’s September 2020 CosterGraphics article lists Unity Shader Graph Custom Function nodes from his Shader Graph tutorials.
100% match · <blog><article><free><only><page><programmers><real><related>