- Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
100% match
· <code><shaders><advanced><big><entry><free><pixel><platform> - 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
· <access><based><class><constraints><free><many><tile><tiles> - 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
· <shaders><advanced><helps><many><materials><notes><samples><sampling> - 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><shaders><advanced><access><bandwidth><based><big><class> - 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
· <access><based><free><hosted><notes><pick><shader><without> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
100% match
· <constraints><cost><course><entry><linear><notes><page><per> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
100% match
· <shaders><based><engineers><familiarity><free><linear><materials><shader> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
100% match
· <shaders><access><free><gpu><level><many><mobile><notes> - Advances in Real-Time Rendering in Games - 2026
Course site for the SIGGRAPH 2026 Advances in Real-Time Rendering in Games sessions, with talk abstracts and downloadable slides from studios including Activision, EA SEED, Sony,…
100% match
· <code><optimization><shaders><advanced><advances><course><engineers><path> - Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing
Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing.
100% match
· <code><optimization><advanced><bandwidth><based><gpu><page><path> - Gaussian Point Splatting
Gaussian Point Splatting proposes a stochastic method for rendering massive 3D Gaussian Splatting scenes by sampling pixel-sized opaque points from Gaussians, splatting via…
100% match
· <code><optimization><advanced><based><gpu><pixel><sampling><stochastic> - libGPUCounters Machine Readable Specification
libGPUCounters Machine Readable Specification is the public Arm specification tree that describes Arm GPU performance counters for third-party tooling and…
100% match
· <optimization><advanced><access><engineers><gpu><mobile><per><targeting> - 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…
96% match
· <shaders><advanced><light><lighting><lights><platform><shadows><visibility> - Upgrading pssr on playstation5 pro
SIGGRAPH 2026 Advances slides by Daniel Craig (Sony Interactive Entertainment) on upgrading PlayStation Spectral Super Resolution on PS5 Pro.
92% match
· <code><optimization><advanced><talk><advances><contrasts><cost><engineers> - VRAM bandwidth and its big role in optimization
It defines VRAM, the bus, and which shader and fixed-function paths stress bandwidth.
88% match
· <optimization><shaders><bandwidth><contrasts><deferred><mobile><phones><shadows> - Google Filament Documentation
Official docs for Google's physically based real-time renderer - material model, lighting equations, image-based lighting, and mobile-oriented PBR design used in Filament and…
83% match
· <shaders><advanced><brdf><class><hosted><lighting><materials><mobile> - Ray Tracing Gems (Series)
Two-volume free online book series on real-time ray tracing techniques from industry experts.
83% match
· <shaders><advanced><access><familiarity><free><multi><shadows> - Self Shadow - Rendering
In-depth blog posts on physically based shading, microfacet models, energy conservation, and advanced BRDF topics.
83% match
· <shaders><advanced><brdf><course><familiarity><multi><notes> - Realtime Raytracing in Bevy 0.20 (Solari)
Technical write-up of Solari, Bevy's realtime path tracer, covering the Bevy 0.20 rewrite.
83% match
· <code><optimization><shaders><advanced><details><implementation><lighting><path> - Moving Mobile Graphics
Arm Community hub by Sam Martin for the recurring SIGGRAPH Moving Mobile Graphics half-day course, collecting slides and recordings from 2015 through 2026.
81% match
· <code><course><entry><gpu><mobile><phones><siggraph>