- 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><blog><article><effects><free><full><global><industry> - 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><blog><advanced><article><cited><effects><engine> - 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
· <shaders><advanced><blog><article><before><buffer><direct><effect> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
100% match
· <general><blog><already><article><before><engine><free><page> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
100% match
· <shaders><blog><article><before><lighting><normals><page><reference> - 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
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· <shaders><blog><already><article><engine><free><full><lighting> - Rendering Realtime Caustics (Alexander Ameye)
Alexander Ameye documents a Unity real-time caustics approach using projected textures or light cookies combined with depth-aware sampling, building on his render-feature tutorials.
Explains artist controls, performance pitfalls, and when to fake caustics versus offline path tracing.
100% match
· <shaders><blog><article><before><buffer><caustics><effects><free> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
100% match
· <shaders><blog><article><before><buffers><effect><engine><free> - Lightweight attention-based indirect illumination
AMD GPUOpen article on a lightweight attention-based neural model for real-time indirect illumination presented at SIGGRAPH 2026.
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· <shaders><advanced><blog><anand><kalinski><kim><kuznetsov><uss> - GPU view-adaptive crack-free subdivision of Bézier surfaces
AMD GPUOpen article summarizing a Eurographics Symposium on Rendering 2026 paper on view-adaptive, crack-free subdivision of bicubic Bézier patches with GPU work graphs.
100% match
· <advanced><blog><amd><article><buffers><encoding><eurographics><free> - AMD Capsaicin Framework
AMD's DX12 research framework for fast prototyping of real-time graphics algorithms.
71% match
· <shaders><advanced><framework><global><illumination><indirect><lighting> - IceFall Games - Graphics Blog
Developer blog documenting a custom deferred rendering engine - HDR, global illumination, ambient occlusion, decals, and lighting revamps.
71% match
· <shaders><blog><deferred><effects><illumination><lighting><normals> - Interactive Simulation of Water Surfaces (SBGames 2010 short paper)
SBGames 2010 short paper on real-time water surface simulation techniques suitable for games.
65% match
· <math><shaders><advanced><cited><paper><reference><short> - 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.
58% match
· <general><kim><describes><effects><lighting><paper> - ShaderToy
Platform for fullscreen GLSL fragment shaders with live coding and a large community gallery.
56% match
· <shaders><buffer><buffers><generative><inputs>