A Simple Circle https://www.shadertoy.com/view/XsjGDt
Buffer pass bloom https://www.shadertoy.com/view/lsBfRc
Sphere of cubes https://www.shadertoy.com/view/7ds3zB
Brush Experiment 3 https://www.shadertoy.com/view/ltj3Wc
Slope: Beckmann Anisotropic https://www.shadertoy.com/view/WlGXRt
Disney Principled BRDF SP https://www.shadertoy.com/view/llGyRd
Veach 1997 Fig 9.4 https://www.shadertoy.com/view/lsV3zV
PBRT Cook-Torrance https://www.shadertoy.com/view/XdsyWf
Joined Bilateral Filtered SSAO https://www.shadertoy.com/view/3dK3zR
Specular AntiAliasing https://www.shadertoy.com/view/WssyR7
LEAN/LEADR mapping https://www.shadertoy.com/view/WdXfRn
Slope: GGX Anisotropic https://www.shadertoy.com/view/3tyXRt
Ray Tracing in One Weekend https://www.shadertoy.com/view/lssBD7
Ray tracing sphere example https://www.shadertoy.com/view/ldS3DW
Ray Tracing - Primitives https://www.shadertoy.com/view/tl23Rm
RainForest https://www.shadertoy.com/view/4ttSW
Frozen wasteland https://www.shadertoy.com/view/Xls3D2
Snail https://www.shadertoy.com/view/ld3Gz2
Sea https://www.shadertoy.com/view/Ms2SD1
La calanque https://www.shadertoy.com/view/Mst3Wr
A sponza scene https://www.shadertoy.com/view/flSSRz
Red Crash - Procedural GFX https://www.shadertoy.com/view/ssBGRG
Implementation of fast BRDF from
"An analytic BRDF for materials with spherical Lambertian scatterers"
(d'Eon 2021, winner of EGSR Best Paper)
Lambertian Microsphere BRDF https://www.shadertoy.com/view/ftlXWl
Shadertoy implementation of
Procedural Physically based BRDF for Real-Time Rendering of Glints
Xavier Chermain (ICUBE), Basile Sauvage (ICUBE), Jean-Michel Dishler (ICUBE) and Carsten Dachsbacher (KIT)
Pacific Graphic 2020, CGF special issue
Project page: http://igg.unistra.fr/People/chermain/real_time_glint/
PBR Glint https://www.shadertoy.com/view/wstcRH