- 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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· <general><shaders><ambient><color><fog><intermediate><light><lighting> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
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· <shaders><blog><about><article><artists><before><developers><free> - 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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· <general><intermediate><blog><article><artists><before><each><free> - Alexander Ameye
's blog at ameye.dev (alexanderameye.github.io) is a static Eleventy site documenting Unity graphics engineering experiments.
Sixteen indexed notes explain URP scriptable render passes, Shader Graph stylized water, realtime caustics, cavity and halftone effects, hemisphere sampling, holographic cards, and several outline methods.
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· <shaders><intermediate><blog><about><article><artists><before><free> - 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><blog><article><artists><before><covers><free><games> - 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.
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· <shaders><intermediate><blog><about><article><artists><basic><before> - 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><intermediate><blog><article><basic><developers><driven><fog> - Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
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· <shaders><intermediate><blog><about><article><artists><basic><before> - Deus Ex - Alpha Terrain (Simonschreibt)
Simon Schreibt's May 2023 post on simonschreibt.de explains terrain blending in Deus Ex: Mankind Divided, where Prague levels hide harsh cuts where props meet ground.
Opaque geometry renders first, then flat translucent terrain depth-fades toward surfaces beneath.
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· <general><intermediate><blog><about><article><artists><before><each> - Marching Squares/Cubes (BorisTheBrave)
First article in Boris The Brave's free meshing series (Adam Newgas) on boristhebrave.com.
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· <general><intermediate><blog><article><artists><before><free><games> - Perlin Noise: A Procedural Generation Algorithm (Raouf)
Romain Touti’s article explains improved Perlin noise for procedural textures and terrain, clarifying how it differs from value noise, classic Perlin, and simplex variants.
Walks 2D intuition with gradient hashing, fade curves, and octave stacking, then shows pseudocode loops that map noise samples into grayscale pixels via frequency scaling.
Language-agnostic math focus suits any engine or offline tool; no GPU API required.
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· <general><intermediate><blog><article><artists><before><explains><free> - Egor Nikolaev - Production Notes
Technical-art blog with Unity production notes, scene readability breakdowns, OKlab color analysis, and URP diagnostic workflows.
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· <general><shaders><intermediate><blog><color><free><games><practical> - Rendering into texture - the most important TA skill
It restates vertex and fragment roles and the levers artists actually control beyond hardware rasterization.
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· <general><shaders><intermediate><blog><artists><controls><shadows><ssao> - ShaderToy
Platform for fullscreen GLSL fragment shaders with live coding and a large community gallery.
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· <shaders><artists><default><editor><structured> - Unreal Engine 5 Style Guide (Allar)
Widely used community Unreal project conventions for prefixes, suffixes, folder layout, and naming referenced in student pipeline tools.
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· <general><default><free><project>