- 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,
98% match
· <blog><drawcalls><examples><programmers><reading><resources><shaders><technical> - GPU utilisation and performance improvements
GPU utilisation and performance improvements is an August 2025 Interplay of Light article by Kostas Anagnostou on keeping GPU SIMD and VALU units busy across rendering…
92% match
· <optimization><blog><counters><drawcalls><examples><programmers><reading><trace> - Profiling the GPU in Unity Editor
The workflow targets Windows with DirectX 11 or 12 and an NVIDIA GPU (the author uses an RTX 3060).
91% match
· <optimization><beginner><blog><mroz><basics><counters><debugger><hardware> - Benchmarking GPU pipeline stages
The work measures isolated rendering pipeline stages with a custom Unity 6000.2.9 engine loop, custom render pipeline, DX12, and the DXC shader compiler instead of profiling a full production scene.
89% match
· <optimization><blog><mroz><drawcalls><hardware><nsight><scenes><windows> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
83% match
· <frames><install><resources><technical><timing><trace><unity> - The performance impact of vertex shader exports
The performance impact of vertex shader exports is a September 2025 Interplay of Light blog post by Kostas Anagnostou measuring how many float4 attributes passed from vertex to…
79% match
· <optimization><blog><hardware><programmers><reading><shaders><trace><nsight> - 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…
77% match
· <optimization><frames><install><reading><steps><windows><unity> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
75% match
· <beginner><blog><examples><programmers><resources><shaders><technical><unity> - Ray Tracing using HIP
Ray Tracing using HIP is an AMD technical report (No.
75% match
· <basics><hardware><programmers><reading><scenes><technical> - Game Performance Optimization (Ben Cloward playlist)
YouTube playlist on game optimization for Unity and Unreal: budgets, CPU versus GPU triage, PIX analysis, and draw-call or shader tuning.
73% match
· <optimization><drawcalls><scenes><shaders><technical><pix><unity> - 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.
73% match
· <blog><examples><programmers><resources><separate><shaders><unity> - A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
73% match
· <blog><basics><programmers><resources><shaders><technical><unity> - Inresin
Louis Waloschek's WordPress technical art blog: a small set of long Unity Built-In Render Pipeline tutorials rather than a formal curriculum.
Articles cover selective PPv2 effects by packing mask data into opaque shader alpha, stylized interior lighting faked with global position arrays and C# managers, and terrain-mesh blending through auxiliary cameras and replacement shaders.
73% match
· <blog><programmers><resources><scenes><shaders><technical><unity> - My take on shaders : Interior Mapping (Harry Alisavakis)
Interior mapping suggests rooms behind flat window quads without extra geometry, a parallax-family facade trick.
73% match
· <blog><programmers><resources><shaders><technical><windows><unity> - Recreating Civ VI Fog of War Effect (Lexdev)
Lexdev’s case study rebuilds Civilization VI - style fog of war in Unity using shader tricks that hide unexplored terrain while keeping explored areas readable.
Explains texture masks, blending, and map interaction constraints typical of 4X strategy cameras.
73% match
· <blog><basics><fog><programmers><resources><technical><unity> - VRAM bandwidth and its big role in optimization
It defines VRAM, the bus, and which shader and fixed-function paths stress bandwidth.
72% match
· <optimization><blog><mroz><frames><nsight><shaders><gpa><unity> - GPU Side Input
GPU Side Input is a short technical talk by Timothy Lattis on the Neokineogfx channel about reading controller and keyboard state from GPU shaders late in the frame to cut…
69% match
· <optimization><frames><programmers><reading><shaders><technical> - ARM Streamline Performance Analyzer
Arm's mobile GPU/CPU profiler for Android and embedded targets.
65% match
· <optimization><counters><frames><separate><shaders><renderdoc> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman.
DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
65% match
· <blog><examples><hardware><programmers><shaders><technical> - Optimizing RTX Mega Geometry with Nsight Graphics GPU Trace
Optimizing RTX Mega Geometry with Nsight Graphics GPU Trace is an NVIDIA Game Developer talk by Calvin Chu on profiling and speeding up the RTX Mega Geometry SDK sample.
It…
65% match
· <optimization><hardware><reading><shaders><trace><nsight>