- 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).
100% match
· <shaders><before><free><mode><real><screen><space><time> - 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><before><free><real><terrain><time> - 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><large><marching><materials><ray><raymarching> - 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><available><before><free><include><lighting> - 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
· <companion><free><include><marching><ray><real><time><updates> - Fast Subsurface Scattering (John Austin, May 2020)
John Austin's May 2020 johnaustin.io post adds subsurface scattering to Unity's Universal Render Pipeline for a soft Oculus Quest VR look under tight mobile fill-rate limits.
Instead of deferred light-buffer blur, he uses forward wrapped diffuse from a Journal of Graphics Tools paper, with Valve-style wrapping, normalization, and a custom HLSL LightingSubsurface pass.
100% match
· <shaders><before><console><free><lighting><materials><open><real> - 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
· <before><channel><free><real><talk><time><useful><working> - 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><engineers><free><include><materials><screen><space><topics> - second post discussing 3D
BorisTheBrave’s 2018 post is the 3D installment of a marching-cubes series on smooth destructible terrain.
100% match
· <before><free><marching><real><space><states><time><working> - How tetrahedral cages significantly reduce BVH memory usage
AMD GPUOpen article on ray-tracing independently animated dense geometry with deformable tetrahedral cages so dense meshes and BVHs stay static and reusable.
100% match
· <code><advanced><bvh><large><per><ray><terrain><time> - Lightweight attention-based indirect illumination
AMD GPUOpen article on a lightweight attention-based neural model for real-time indirect illumination presented at SIGGRAPH 2026.
100% match
· <code><shaders><advanced><buffers><lighting><multi><real><screen> - 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><advanced><talk><advances><engineers><ray><raytracing><real> - 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><shaders><advanced><advances><engineers><include><ray><raytracing> - Kiln: WebGPU-Native Out-of-Core Volume Rendering for Multi-GB Datasets
DEV Community article introducing Kiln, a WebGPU-native out-of-core volume renderer that streams multi-GB brick pyramids over HTTP with a fixed VRAM page cache and compute…
100% match
· <code><shaders><advanced><large><marching><modes><multi><performance> - Opacity Micromaps: Smarter Shadows for the Real World
Introductory chapter of the Khronos Vulkan tutorial course on Opacity Micromaps for ray-traced shadows of alpha-tested foliage.
81% match
· <code><performance><ray><real><shadows><traced><world> - I Built Raytraced Audio for Godot
YouTube walkthrough of Visidium, a ray-traced audio add-on for Godot available as a C# plugin and GDExtension.
77% match
· <code><available><materials><ray><traced><world><youtube> - The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn
SIGGRAPH 2015 slide deck on Guerrilla Games' Nubis volumetric cloud system for Horizon Zero Dawn, covering ray-marched modeling, lighting, and GPU optimizations.
73% match
· <shaders><advanced><talk><free><lighting><marching><raymarching><siggraph> - AMD Capsaicin Framework
AMD's DX12 research framework for fast prototyping of real-time graphics algorithms.
71% match
· <shaders><advanced><lighting><open><screen><specular><world> - Wicked Engine
Open-source C++ game engine with modern rendering features - real-time ray tracing, mesh shaders, GPU-driven rendering, and a lightweight editor.
69% match
· <code><lighting><materials><platform><terrain><tracing> - The Art of Code (YouTube Channel)
Video tutorials on advanced fragment-shader techniques - noise, fractals, raymarching, domain warping, and creative coding.
67% match
· <shaders><advanced><buffers><open><raymarching><youtube>