- Custom Renderer Features (Cyanilux)
Long-form Cyanilux guide to URP ScriptableRendererFeature and ScriptableRenderPass code: example effects, RTHandle setup, blit paths, and Unity 6 Render Graph notes.
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· <shaders><advanced><blog><any><composite><custom><full><fullscreen> - Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
[video] Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P.
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· <shaders><advanced><alpha><foliage><order><particles><sorting><transmission> - ADAPTIVE VOXEL-BASED ORDER-INDEPENDENT TRANSPARENCY
Adaptive Voxel-Based Order-Independent Transparency is a SIGGRAPH 2025 Advances in Real-Time Rendering course talk by Michał Drobot of Activision, with engineering credits to…
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· <optimization><shaders><advanced><accumulation><colored><glass><order><targets> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
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· <shaders><advanced><blog><colored><custom><normalize><opaque><pass> - Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
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· <optimization><blog><fog><opaque><order><pass><resolution><transparency> - Stateless particles - rendering without a mesh
The GPU supplies only SV_VertexID and SV_InstanceID, and the vertex shader fabricates positions, UVs, and normals for each quad or triangle strip.
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· <optimization><shaders><blog><custom><order><particles><targets><transparency> - Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot
Grass Rendering Series Part 4: Level-Of-Detail Tricks for Infinite Plains of Grass in Godot is an August 2025 tutorial by Karl Bittner that extends earlier hexaquo grass parts…
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· <optimization><shaders><blog><billboards><foliage><full><pass><glsl> - Spark 1.3 and spark.js
Spark 1.3 and spark.js is a release post by Ignacio Castaño on the Ludicon blog covering Spark 1.3 real-time GPU texture compression and the new spark.js JavaScript package for…
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· <optimization><blog><alpha><full><targets><transparency><opengl> - Optimizing camera overhead to the absolute minimum
The motivating example renders waterfall occlusion with an orthographic depth texture and a shader that compares obstacle depth against surface positions.
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· <optimization><advanced><blog><custom><pass><resolution><targets> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
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· <shaders><advanced><blog><any><blend><order><resolution> - Analytic Fog Rendering With Volumetric Primitives
Technical blog post by matejlou on rendering fog regions with spatially varying density using analytic integrals over volumetric primitives.
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· <shaders><advanced><blog><cutouts><fog><particles><primitives> - Efficiently sorting gigabytes: the Deferred Merge Sort
Efficiently sorting gigabytes: the Deferred Merge Sort is a Superluminal engineering post by Jelle van der Beek on timestamp-ordering huge profiler capture streams with bounded…
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· <optimization><advanced><blog><algorithm><order><sorted><sorting> - Heterogenous AoS instance encoding for a GPU-driven renderer
Heterogenous AoS instance encoding for a GPU-driven renderer is a Substack technical note by Zino on packing mixed instance types into one GPU buffer without one bloated shared…
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· <optimization><advanced><blog><foliage><full><mixed><particles> - HDR And Tone Mapping Using OpenGL // Intermediate OpenGL Series
HDR And Tone Mapping Using OpenGL // Intermediate OpenGL Series is a free YouTube tutorial by OGLDEV that implements high dynamic range rendering and tone mapping in an…
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· <shaders><accumulation><pass><weights><glsl><opengl> - Fog Plane Shader Breakdown (Cyanilux)
Shader Graph tutorial for unlit fog planes on quads that sample scene depth for vertical fog and doorway fades, with simple and accurate reconstruction paths in Unity URP.
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· <shaders><blog><alpha><any><fog><full> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <shaders><blog><custom><full><pass><targets> - Gaussian Point Splatting
Gaussian Point Splatting proposes a stochastic method for rendering massive 3D Gaussian Splatting scenes by sampling pixel-sized opaque points from Gaussians, splatting via…
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· <optimization><advanced><opaque><sorting><targets><transparency> - Practically Utilizing Neural Networks in CPU-based Production Rendering
Practically Utilizing Neural Networks in CPU-based Production Rendering presents a Journal of Computer Graphics Techniques paper by Steve Bako, Ryusuke Villemin, and Magnus…
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· <optimization><advanced><full><journal><resolution><weights> - Neural Visibility Cache for Real-Time Light Sampling
Neural Visibility Cache for Real-Time Light Sampling is a Journal of Computer Graphics Techniques Vol.
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· <optimization><advanced><journal><resolution><targets><weights> - Analyze Your Game With PIX - Game Optimization - Episode 7
Analyze Your Game With PIX - Game Optimization - Episode 7 is a YouTube video by Ben Cloward on using Microsoft PIX for GPU frame capture and timeline analysis inside a larger…
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· <optimization><opaque><pass><resolution><targets>