







A practical guide to stylized GGX shading: mixing sharp toon specular highlights with soft PBR gradients.
Shades of Halftone - The Blog of Maxime Heckel
An interactive deep dive into building halftone shaders in GLSL, covering everything from classic dot patterns and CMYK color separation to Moiré interference, gooey effects, and animated displacement.

Evaluating and Sampling Glinty NDFs in Constant Time
Geometric features between the micro and macro scales produce an expressive family of visual effects grouped under the term 'glints'. Efficiently rendering these effects amounts to finding the highlights caused by the geometry under each pixel. To allow for fast rendering, we represent our faceted geometry as a 4D point process on an implicit multiscale grid, designed to efficiently find the facets most likely to cause a highlight. The facets' normals are generated to match a given micro-facet normal distribution such as Trowbridge-Reitz (GGX) or Beckmann, to which our model converges under increasing surface area. Our method is simple to implement, memory-and-precomputation-free, allows for importance sampling and covers a wide range of different appearances such as anisotropic as well as individually colored particles. We provide a base implementation as a standalone fragment shader.
The Best Darn Grid Shader (Yet)
For as long as I’ve been writing shaders, there’s been one specific shader I’ve always tried to write…

CuspHanger — palettes from intuitive parameters
Sequential and diverging OKLCH palettes from a few intuitive parameters — the Wijffelaars et al. 2009 model, in-gamut by construction, for sRGB and Display-P3.

Shader Color
Shader Color is three groundbreaking typefaces that reimagine our existing design Shader for its Color Font debut. Shader 16 boasts bright 16-bit pixels. Shader 64 revels in shiny 64-bit chrome. Shader Glitch conjures a future where technology conspires against us.
Infinite Grid Shader
Learning to create an infinite grid procedurally using GLSL shaders. This post contains my notes, lessons and findings, and is intended for personal reference. Therefore, you might find errors, misjudgments, and other issues, which are fine by me because my intention was to learn by teaching myself. In a way, I was being my own rubber duck.

Aesthetics Wiki | Fandom
Thank you to the winner of our redesign contest, Ethan Duke! The background and wordmark are both his work. You can check him out on both Instagram and Twitter at @theduke2442! The dark mode was designed by Gwenanenn.
Hash Functions for GPU Rendering – Nathan Reed’s coding blog
Pixels and polygons and shaders, oh my!
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Unreal Scoop: Make your own “shaded textured unlit” viewmode real quick
Hammer, king of level editors, has a view mode where the scene is unlit, but not fullbright; it’s shaded to make it easier to parse. Unreal doesn’t have that! But you can add it yourself, really easily, with no C++ or Blueprint – just a postprocess material and a line in a config file. Here’s how!

Thousands of Styled Rectangles in 120FPS on GPU
Secrets of rendering extremely fast UIs in WebGPU by minimizing overhead on the GPU.

HyperX Alloy Core RGB – Gaming Keyboard
Featuring HyperX’s signature radiant light bar, and smooth, dynamic RGB lighting effects, the HyperX Alloy Core RGB™ is ideal for gamers looking to enhance their keyboard’s style and performance without breaking the bank. With six different lighting effects and three brightness levels, it balances b...


Luminframe — edit photos with live shader looks
Edit a photo with live shader looks, then save it to your own repo on the AT Protocol — yours to keep, share, and remix.
