Shader topics
The techniques shaders are built from, each with the shaders on GameDev.net that use them.
Raymarching
Rendering 3D scenes by stepping a ray through a distance field instead of intersecting triangles.
13 shaders
Noise & procedural texture
Value, gradient and simplex noise, and the fractal sums built from them.
13 shaders
Signed distance fields
The primitives and combining operators that raymarched scenes are assembled from.
7 shaders
Ray tracing & path tracing
Analytic intersection, reflection, refraction and Monte Carlo light transport.
2 shaders
Fractals
Mandelbrot, Julia, Kleinian and the distance estimators that make them renderable in 3D.
2 shaders
2D & pattern
Shapes, tiling, symmetry and colour worked out in the plane.
22 shaders
Lighting & shading
Normals, BRDFs, shadows, ambient occlusion and subsurface approximations.
9 shaders
Post-processing
Bloom, blur, colour grading, distortion and the filters that finish a frame.
16 shaders
Compute & simulation
WebGPU compute shaders: particles, fluids, cellular automata and physical simulation.
5 shaders