- 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><shaders><advanced><access><blending><free><need><order> - 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><constraints><depth><free><long><production><rather><site> - 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><call><constraints><extensions><free><real><time> - 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><based><buffer><call><colored> - 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><across><based><blending><free><need><real><time> - 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
· <access><distortion><free><real><talk><time><useful><vfx> - 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><across><already><assumed><based><blending><engineers><free> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
100% match
· <shaders><already><based><course><engineering><free><long><rather> - Variable rate ray tracing in call of duty: modern warfare 4
SIGGRAPH 2026 Advances in Real-Time Rendering slides by Michał Olejnik (Infinity Ward) on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4.
100% match
· <code><optimization><advanced><talk><advances><call><duty><engineers> - Adaptive tessellation and subdivision
SIGGRAPH 2026 Advances talk slides by John Hable on compute-based adaptive tessellation and Catmull-Clark subdivision.
100% match
· <code><advanced><talk><adaptive><advances><based><compute><engineers> - 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><activision><adaptive><advances><course> - Weighted, Blended Order-Independent Transparency
Describes a fast OIT method for rendering transparency (glass, smoke, foliage) without per-pixel sorting.
90% match
· <optimization><shaders><advanced><accumulation><colored><glass><order><targets> - Interplay of Light
Kostas Anagnostou's graphics programming blog - GI experiments, hybrid ray tracing, API abstraction notes, shader ISA analysis, and neural rendering explorations from a…
85% match
· <optimization><shaders><advanced><occlusion><oit><production><transmittance><transparency> - Ray Tracing Gems (Series)
Two-volume free online book series on real-time ray tracing techniques from industry experts.
83% match
· <shaders><advanced><access><free><multi><occlusion><production> - Self Shadow - Rendering
In-depth blog posts on physically based shading, microfacet models, energy conservation, and advanced BRDF topics.
71% match
· <shaders><advanced><course><multi><production><slides>