<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Projects on Cédric Van Huffelen</title><link>https://shaderic.com/projects/</link><description>Recent content in Projects on Cédric Van Huffelen</description><generator>Hugo -- gohugo.io</generator><language>en</language><managingEditor>cedricvanhuffelen@gmail.com (Cédric Van Huffelen)</managingEditor><webMaster>cedricvanhuffelen@gmail.com (Cédric Van Huffelen)</webMaster><copyright>© 2026 Cédric Van Huffelen</copyright><atom:link href="https://shaderic.com/projects/index.xml" rel="self" type="application/rss+xml"/><item><title>Volumetric Lighting</title><link>https://shaderic.com/projects/volumetric_lighting/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><author>cedricvanhuffelen@gmail.com (Cédric Van Huffelen)</author><guid>https://shaderic.com/projects/volumetric_lighting/</guid><description>Volumetric light effects are caused by light being scattered in a humid or dusty environment. It&amp;rsquo;s a beautiful looking natural phenomenon also known as &amp;lsquo;god rays&amp;rsquo;.</description></item><item><title>Heightmap Blending</title><link>https://shaderic.com/projects/heightmap_blending/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><author>cedricvanhuffelen@gmail.com (Cédric Van Huffelen)</author><guid>https://shaderic.com/projects/heightmap_blending/</guid><description>Texture blending techniques for shaders based on height textures for a more realistic result.</description></item><item><title>Realistic Wet Materials</title><link>https://shaderic.com/projects/realistic_material_wetness/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><author>cedricvanhuffelen@gmail.com (Cédric Van Huffelen)</author><guid>https://shaderic.com/projects/realistic_material_wetness/</guid><description>Physically accurate wet-surface shading for PBR. Covers why wet materials look darker and shinier, and how to reproduce it in a shader.</description></item><item><title>Subsurface Scattering</title><link>https://shaderic.com/projects/subsurface_scattering/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><author>cedricvanhuffelen@gmail.com (Cédric Van Huffelen)</author><guid>https://shaderic.com/projects/subsurface_scattering/</guid><description>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.</description></item><item><title>GPU Driven Object Placement</title><link>https://shaderic.com/projects/gpu_driven_object_placement/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><author>cedricvanhuffelen@gmail.com (Cédric Van Huffelen)</author><guid>https://shaderic.com/projects/gpu_driven_object_placement/</guid><description>Arbor is a GPU-driven object placement system for Unity, designed to place thousands of assets across large regions.</description></item></channel></rss>