Arbor is a GPU-driven object placement system for Unity, designed to place thousands of assets across large regions.
Almost every material in the real world is slightly translucent, this means that light enters the material and is scattered around and then exits the surface.
Physically accurate wet-surface shading for PBR. Covers why wet materials look darker and shinier, and how to reproduce it in a shader.
Texture blending techniques for shaders based on height textures for a more realistic result.
Volumetric light effects are caused by light being scattered in a humid or dusty environment. It’s a beautiful looking natural phenomenon also known as ‘god rays’.