- 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…
100% match
· <general><shaders><advanced><authoring><brdf><energy><materials><pbr> - Self Shadow - Rendering
In-depth blog posts on physically based shading, microfacet models, energy conservation, and advanced BRDF topics.
100% match
· <shaders><advanced><hill><brdf><course><energy><multiple><notes> - 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
· <shaders><advanced><access><free><games><linked><non><real> - Blur Renderer Feature Example/Template for URP / Unity 2021.2 (Alexander Ameye)
Custom Render Passes in Unity is Alexander Ameye's July 2021 ameye.dev note on URP ScriptableRendererFeature and ScriptableRenderPass boilerplate, heavily commented where Unity SRP documentation still feels sparse.
The sample applies a two-pass box blur: blit camera color to a temporary buffer, blur vertically then horizontally, with adjustable strength and downsampling.
100% match
· <shaders><access><basic><features><free><introduction><linked><real> - 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><basic><free><intermediate><linked><multiple><production><spans> - Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
100% match
· <shaders><access><already><based><basic><free><linked><model> - 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
· <general><access><based><basic><free><linked><model><provided> - 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
· <general><shaders><across><advanced><games><linked><mapping><materials> - 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
· <shaders><advanced><course><downloadable><engineers><games><real><siggraph> - I3D 2026 Fireside Chat with Naty Hoffman and Eric Haines
I3D 2026 fireside chat featuring Naty Hoffman and Eric Haines, recorded at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games at Lucasfilm (13–15 May 2026).
94% match
· <general><games><hoffman><naty><real><siggraph><time><useful> - 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.
94% match
· <general><collecting><course><neural><real><siggraph><slides><time> - Physically Based Rendering (pbrt)
Academy Award-winning textbook and literate-rendered path tracer implementation.
90% match
· <general><shaders><advanced><brdf><film><materials><offline><sampling> - Ray Tracing Gems (Series)
Two-volume free online book series on real-time ray tracing techniques from industry experts.
90% match
· <general><shaders><advanced><access><free><introduction><production><spectral> - The blog at the bottom of the sea
Alan Wolfe's blog on graphics programming, blue noise, sampling, path tracing, GPU sorting, and game-dev math.
88% match
· <math><shaders><advanced><linked><readers><real><sampling><time> - Rendering Engine Architecture Conference (REAC)
Virtual conference on the craft of building real-time rendering engines - architecture, workflows, tooling, and product/engine tradeoffs rather than single algorithms.
85% match
· <general><advanced><mcauley><organized><session><slides><studios><workflows> - Ray Tracing in One Weekend (Series)
Free online book series building a path tracer in C++ from scratch over a weekend-style pace.
75% match
· <general><shaders><diffuse><features><notes><sampling><theory> - Egor Nikolaev - Production Notes
Technical-art blog with Unity production notes, scene readability breakdowns, OKlab color analysis, and URP diagnostic workflows.
75% match
· <general><shaders><free><games><notes><production><workflows> - Real-Time Rendering - Resources Portal
Official companion site for the Real-Time Rendering book series.
69% match
· <general><course><free><notes><pbr><workflows> - I3D 2026 Keynote: Naty Hoffman's Keynote - Lessons from Digging in Game Dev and Adjacent Trenches
I3D 2026 keynote by Naty Hoffman, recorded at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games held at Lucasfilm in San Francisco (13–15 May 2026).
69% match
· <general><games><hoffman><naty><siggraph><time> - GPU Gems (Series - Books 1-3)
A three-volume anthology of advanced GPU programming techniques, now free online.
65% match
· <general><shaders><advanced><based><film><ilm><studios>