This weekly roundup covers Vulkan's 2026 roadmap milestone requiring variable-rate shading and descriptor heap extensions, ordered dithering techniques using Bayer matrices and threshold maps, implementing reflections in games using matcaps and blue noise blur, Unity Shader Graph terrain texture workflows, scaling Marching
Table of contents
Vulkan Introduces Roadmap 2026 and New Descriptor Heap ExtensionDithering Series - Part 2Reflective materials in Block Game[video] Terrain Texture Node Parameters - Terrain Shaders - Episode 13[video] How To Use Marching Cubes Practically In Games [DeepDive][Part 1][video] Particle Collision // Physics For Game Dev #2Sort: