- 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.
100% match
· <general><tatarchuk><activision><architecture><capcom><focuses><live><meshlets> - 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
· <access><before><free><games><outlines><pipelines><programmers><real> - 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.
100% match
· <access><before><free><games><introduction><pipelines><program><programmers> - 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
100% match
· <general><access><before><free><games><only><pipelines><programmers> - 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.
100% match
· <access><before><free><games><pipelines><programmers><real><shaders> - 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.
100% match
· <access><before><free><pipelines><programmers><real><shaders><technical> - 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><access><before><free><games><pipelines><programmers><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
· <code><access><api><before><free><introduction><pipelines><programmers> - Euri Herasme
's site is the portfolio of technical artist Euri Gilberto Herasme Cuevas, focused on real-time graphics, XR, and visual teaching.
100% match
· <general><access><before><free><pipelines><programmers><real><technical> - Gentle Introduction to Realtime Fluid Simulation for Programmers and Technical Artists (Shahriar Shahrabi)
Shahriar Shahrabi's October 2021 Medium tutorial explains real-time grid fluid simulation for programmers and technical artists with geometric intuition rather than dense Navier-Stokes notation.
100% match
· <general><access><free><introduction><pipelines><programmers><real><technical> - Inigo Quilez
's site is the written-tutorial archive for graphics, maths, fractals, and demoscene work, with links to videos, Shadertoy shaders, and utilities.
100% match
· <access><before><free><pipelines><programmers><real><shaders><technical> - 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.
100% match
· <general><access><before><explains><free><pipelines><programmers><real> - Procedural Skybox Shader (Kelvin van Hoorn)
Kelvin van Hoorn’s procedural skybox shader tutorials build stylized atmospheric gradients and clouds inside Unity Shader Graph / HLSL, tuned for art-directable time-of-day without baked cubemaps.
Walks through noise layers, sun disc, horizon fades, and parameterization for gameplay-driven weather.
100% match
· <access><before><free><pipelines><programmers><real><technical><time> - see here for slides
Gilbert Sanders, Principal Artist at Guerrilla Games, gave this GDC 2018 Visual Arts session on vegetation in Horizon Zero Dawn.
100% match
· <general><talk><conference><games><pipelines><programmers><real><slides> - Slime Rancher Faces : Behind the Scenes (PolygonCherub, Monomi Park)
Archived Monomi Park forum thread (PolygonCherub) documents Slime Rancher’s expressive character faces - blend shapes, material tricks, and production constraints behind the cute s
100% match
· <general><access><before><free><pipelines><programmers><real><technical> - The quest for very wide outlines (Ben Golus)
Ben Golus documents techniques for very wide screen-space or mesh outlines in Unity - scaling edge detection, depth/normal sensitivity, and mitigating artifacts when outline width
100% match
· <access><free><outlines><pipelines><programmers><real><technical><time> - A Game Developer’s Guide to SIGGRAPH 2026: Building Your Week Beyond the Games Summit
ACM SIGGRAPH blog guide for game developers attending SIGGRAPH 2026, starting from the inaugural Games Summit and mapping related sessions across the week.
96% match
· <general><all><across><games><live><production><real><schedule> - 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.
94% match
· <code><explains><geometry><performance><real><shaders><shadows><work> - 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.
88% match
· <code><general><api><architecture><neural><real><slides><time> - Optimizing UE5: Advanced Rendering, Graphics Performance, and Memory Management (Unreal Fest 2024)
Unreal Fest 2024 session on UE5 advanced rendering, graphics performance, and memory management.
85% match
· <talk><memory><performance><programmers><shaders><shadows><technical><youtube>