







okay here it is all wrapped up — my recreation of Baldur's Gate III's occlusion cutout effect in Unreal! i learned a LOT from this experiment over the past couple days, and will share some breakdown bits in the 🧵 shortly! #gamedev #shaders #unrealengine
Jun 30, 2025 at 4:04 PM

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!

Mesh Outlines Without Post-Processing in Unreal Engine
Some time ago I saw a neat solution by Cory Spooner on outlining meshes using particle sprites. The concept has been done before – but it’s interesting enough to cover it regardless for Unreal Engine...


Unreal Scoop: Making a “Compiling Shaders…” Screen
Unreal has a reputation amoung the ill-informed for being plagued by shader compilation stutter. As an attribute of Unreal itself, this is basically made up – devs are just not always doing what they are supposed to do pre-ship to avoid this issue. I’ll elaborate, but basically, to avoid compiling shaders during gameplay, you want to do it up-front, like during an initial loading screen, which maybe says “Compiling shaders” on it, and not let the player begin until it’s done. To do that last part properly, you need a little bit of C++. I had to do this for InFlux Redux recently, so here’s mine.

Surface-Stable Fractal Dithering Explained
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.
Understanding The Math Behind ReSTIR GI
Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, which included collaborating with my colleague Daqi Lin to implement a brand new ReSTIR-based global illumination solution, specifically, ReSTIR PT[1], within the NvRTX branch of Unreal Engine. A GDC presentation video on Zorah was released a few weeks ago.

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.

Fast and Gorgeous Erosion Filter
This blog post and the companion video both explain an erosion technique I’ve worked on over the past eight months. The video has lots of e...

Ian Bach ☯︎ on Twitter / X
Honestly something in the space between Figma, origami, framer and Cursor / v0 is gonna happen in the next few years and it’s gonna be wild.And what’s more, it’s in a blind spot. It won’t be an engineering led IDE and it won’t be a cool design tool for cool designers. It’s… https://t.co/fAusCTYN15— Ian Bach ☯︎ (@Ian8ach) November 27, 2024
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.

Anchor positioning makes this type of effect feel almost too easy to make now. If you want the long-form where I break it down in more detail, you can find it here: youtu.be/8_NQ7ARXz8c
finally posted thoughts about the atmosphere conf (along with an illustration and a bunch of tweaks to the blog) macwright.com/2026/04/05/in-the-atmosphere
In the Atmosphere
macwright.com