- Foundations of Game Engine Development Vol. 2 - Rendering
Second volume on real-time rendering for engine developers - color science, projections, lighting, shadows, fog, visibility, and advanced topics like volumetrics and ambient…
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· <shaders><advanced><color><engine><lighting><lights><normal><occlusion> - Specular BRDF Reference
Side-by-side reference of Cook-Torrance microfacet BRDF terms (NDF, Fresnel, geometry shadowing) using consistent notation and UE4 roughness.
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· <shaders><advanced><blog><comparison><engine><equations><fresnel><production> - Crystal Shader Breakdown (Cyanilux)
A Cyanilux Shader Graph walkthrough for Unity URP that builds an unlit transparent crystal with object-space Y colour gradients, camera opaque-texture refraction, Fresnel opacity, and HDR glow for bloom.
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· <shaders><blog><color><first><free><fresnel><post><rather> - 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
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· <shaders><blog><access><article><free><post><real><style> - 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
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· <blog><access><article><first><free><real><series><style> - 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.
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· <shaders><advanced><blog><access><article><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
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· <shaders><blog><article><concrete><follow><free><lighting><material> - 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.
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· <blog><access><article><call><free><part><real><time> - 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
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· <blog><access><article><familiar><free><looks><material><real> - 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…
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· <concrete><covers><equations><first><free><need><series><useful> - 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.
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· <shaders><blog><alternative><article><color><comparison><comparisons><covers> - Your First Shader | Unity Shader Code Basics 01
Your First Shader | Unity Shader Code Basics 01 is a beginner YouTube tutorial by Daniel Ilett that writes a Unity 6 URP unlit Hello World shader from an empty file in ShaderLab…
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· <shaders><base><beginner><color><covers><first><follow><free> - 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…
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· <shaders><blog><compare><covers><free><html><limits><need> - SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events
SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events is a Slang project blog post by Shannon Woods announcing public recordings and downloads from…
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· <shaders><blog><access><advanced><covers><free><post><production> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <blog><article><covers><engine><first><free><html><post> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
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· <shaders><advanced><blog><article><covers><directional><free><html> - Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed
Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed is a Digital Foundry YouTube investigation by Alex comparing Switch 2 temporal reconstruction…
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· <beginner><comparisons><covers><detail><engine><free><useful><versus> - Unreal 5.8 - Surface stable Fractal Dithering (FULL TUTORIAL)
Full Unreal Engine 5.8 tutorial recreating Rune Skovbo Johansen's (Runevision) surface-stable fractal dithering with surface and post-process materials.
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· <shaders><engine><material><post><setup><shading><surface><unreal> - Self Shadow - Rendering
In-depth blog posts on physically based shading, microfacet models, energy conservation, and advanced BRDF topics.
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· <shaders><advanced><blog><comparisons><pbr><production><shading><specular> - Neural Texture Compression in Metal 4
Technical write-up of MetalNTC, a Neural Texture Compression implementation for Apple Silicon based on NVIDIA random-access neural material compression.
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· <shaders><advanced><blog><access><covers><material><real><series>