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Here are some techniques I discovered through 14 years of shader programming:

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2. Efficient Chaos If you need to scatter objects (e.g. stars), most would break the world into cells and scatter within those cells. This requires sampling all neighboring cells and gets expensive quick. This trick works fast in any number of dimensions: mini.gmshaders.com/p/chaos

3. Dot Noise We often need smooth noise functions for procedural generation and texturing, but we don't necessarily need to use Value, Perlin or Simplex noise. I wrote a simpler 3D noise function that is super fast mini.gmshaders.com/p/dot-noise

4. Fractal Texturing If you're building a large-scale game, you have to figure out how to texture on both a micro and macro level. I proposed a shader solution for natural textures that scales with any scene dynamically: mini.gmshaders.com/p/gm-shaders...