- 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><intermediate><light><lighting><normal><occlusion> - 2D Water Shader Breakdown (Cyanilux)
A Shader Graph breakdown of stylized 2D water in Unity URP: sprite reflections via a second camera, scrolling noise distortion, fake highlights, and tilemap shoreline ripples for pixel art.
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· <general><shaders><intermediate><free><graph><rather><reflection><reflections> - Fog Plane Shader Breakdown (Cyanilux)
Shader Graph tutorial for unlit fog planes on quads that sample scene depth for vertical fog and doorway fades, with simple and accurate reconstruction paths in Unity URP.
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· <shaders><intermediate><based><both><effects><free><graph><light> - Local UVs for Sprites in Sprite Sheet/Atlas (Cyanilux)
Unity shader techniques for per-sprite 0-1 UVs when sprites live in sheets or atlases: C# UV remap with Shader Graph/HLSL, plus URP object-space and renderer-bounds alternatives.
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· <general><shaders><intermediate><across><each><effects><free><graph> - Sprite Glow/Outline Shader Breakdown (Cyanilux)
Sprite Glow/Outline Shader Breakdown is a March 2020 Cyanilux article for URP Shader Graph on 2D sprites.
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· <general><shaders><intermediate><based><distance><effects><free><graph> - 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><artists><free><game><programmers><related><shader><technical> - 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><artists><free><graph><programmers><related><shader> - Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF.
One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion.
The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
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· <shaders><intermediate><artists><free><game><one><programmers><reflections> - SIGGRAPH 2026 Links
Stephen Hill's curated link roundup for SIGGRAPH 2026, grouping session recordings, courses, emerging technologies, posters, talks, and pointers to the technical papers list.
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· <general><aimed><conference><deep><dive><one><papers><rather> - Learning the integral of a diffusion model
Blog post by Sander Dieleman explaining flow maps as models that predict any point on a diffusion noise-to-data path from any other point, instead of only the local tangent…
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· <math><aimed><based><literature><map><maps><view><want> - How We Draw a 3D Sprite World: The Stylized Art of Never's End
GDC Vault talk by Ryan Juckett (Hypersect) on rendering Never's End as a hand-drawn 2D pixel-art look from fully 3D assets.
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· <general><shaders><intermediate><talk><aimed><artists><lighting><programmers> - After the Tutorial: Where to Continue your Graphics Programming Journey - Mike Shah GPC 2025
Graphics Programming Conference 2025 talk by Mike Shah on what to study after introductory graphics tutorials and books covering APIs such as OpenGL and DirectX.
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· <general><intermediate><talk><aimed><conference><know><recording><want> - Optimizing camera overhead to the absolute minimum
The motivating example renders waterfall occlusion with an orthographic depth texture and a shader that compares obstacle depth against surface positions.
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· <general><graph><light><occlusion><shader><surface><view> - Ray Tracing in One Weekend (Series)
Free online book series building a path tracer in C++ from scratch over a weekend-style pace.
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· <general><shaders><images><indirect><lighting><theory><without> - Unreal 5.8 - Surface stable Fractal Dithering (FULL TUTORIAL)
Full Unreal Engine 5.8 tutorial recreating Rune Skovbo Johansen's (Runevision) surface-stable fractal dithering with surface and post-process materials.
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· <shaders><intermediate><talk><aimed><artists><surface><technical><walks> - IceFall Games - Graphics Blog
Developer blog documenting a custom deferred rendering engine - HDR, global illumination, ambient occlusion, decals, and lighting revamps.
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· <shaders><intermediate><absorption><ambient><effects><lighting><occlusion> - AMD Capsaicin Framework
AMD's DX12 research framework for fast prototyping of real-time graphics algorithms.
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· <shaders><ambient><indirect><lighting><occlusion><reflections> - EGSR 2026: Lighting-Consistent Object Transfer Across Radiance Fields
EGSR 2026 talk video on lighting-consistent object transfer across radiance fields.
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· <shaders><talk><across><aimed><lighting><youtube> - Volumetric FX for the 2D world of The Bad Guys 2
SIGGRAPH 2026 Talks paper on DreamWorks volumetric effects for The Bad Guys 2, where volumes needed a hand-drawn look to match the film's mix of 3D lighting and 2D shapes.
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· <general><intermediate><talk><effects><lighting><related><shadows> - Mathematics for 3D Game Programming and Computer Graphics
Eric Lengyel's textbook on vectors, transforms, lighting, visibility, collision, and shader-related math for game engines.
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· <general><math><intermediate><lighting><listings><visibility>