- Optimizing GPU-driven particle system to run 4x faster
The burning-object effect already simulates and draws on the GPU with compute shaders, append buffers, indirect dispatch, and indirect instanced rendering; this piece profiles each pass and tighten…
100% match
· <optimization><shaders><intermediate><blog><mroz><instanced><mesh><noise> - 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,
100% match
· <shaders><blog><batch><gameobjects><instanced><instancing><main><matched> - 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.
76% match
· <optimization><shaders><intermediate><blog><mroz><instancing><mesh><noise> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
73% match
· <shaders><intermediate><blog><choosing><large><materials><render><threads> - Most Optimization Advice Misses the REAL Problem
SimonDev talk on locating where frame time is spent before applying generic optimization advice.
71% match
· <optimization><intermediate><costs><instancing><materials><mesh><particles> - Sword Slash Shader Breakdown (Cyanilux)
Cyanilux's Sword Slash Shader Breakdown (Dec 2021) is a free Unity blog tutorial for an unlit URP Shader Graph effect on a ring mesh: panning a triangular slash mask and noise over time, like soulercoaster ribbon VFX used in spells.
Setup covers ring UVs, textures, and optional downloads; the Graph builds Slash/Length UV animation, comparison masking, edge fades, scrolling noise, Lerp colors with Smoothstep, and optional vertex Scale.
65% match
· <shaders><intermediate><blog><mesh><noise><vfx><unity><urp> - Tornado Shader Breakdown (Cyanilux)
Tornado Shader Breakdown is a January 2022 Cyanilux post on a stylized tornado built with Unity URP Shader Graph.
65% match
· <shaders><intermediate><blog><materials><mesh><noise><unity><urp> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
65% match
· <shaders><intermediate><blog><noise><render><scenes><unity><urp> - Custom occlusion culling - faster than Unity
A spline camera records 1200 identical frames for Unity Profiler and Nsight on i5-10400F and RTX 3060 at 1440p.
64% match
· <optimization><blog><mroz><costs><drawer><scenes><unity><urp> - This will rewire how you think about rendering optimization
This Procedural Pixels article by Jan Mróz presents a teaching mental model of the GPU rasterization pipeline for everyday optimization.
62% match
· <optimization><shaders><blog><mroz><choosing><submission><unity> - ryanslikesocool GitHub - Mecanim2Texture
Mecanim2Texture (ryanslikesocool) bakes skeletal animation into textures for vertex-animation or GPU skinning style effects - related workflow to VAT for specific art styles.
Un
62% match
· <shaders><intermediate><drag><gameobjects><mesh><unity><urp> - Cyanilux - Resources
A curated, filterable index of shader and Unity rendering resources - Cyanilux's own tutorials plus external links.
60% match
· <shaders><groups><instancing><materials><unity><urp> - 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…
58% match
· <optimization><blog><large><main><particles><scenes> - How animation hides LOD Transitions
How animation hides LOD Transitions is a Simplygon blog post by product expert Jesper Tingvall measuring how walk and run animation changes visible LOD pop distance in Unity with…
56% match
· <optimization><intermediate><blog><groups><results><tables><unity> - Intro to the Shader Pipeline (Cyanilux)
Introductory Cyanilux blog post on Unity meshes, shader stages, render pipelines, materials, C# property setup, batching, and forward versus deferred paths.
54% match
· <shaders><blog><materials><mesh><render><unity> - Raymarching Distance Fields : Concepts and Implementation in Unity (Adrianb)
Adrian Biagioli’s 2016 writeup introduces raymarching signed distance fields entirely in a Unity screen-space image effect on a full-screen quad - no mesh geometry per object.
Covers view-frustum ray setup, analytic SDF composition, march loops, basic lighting, and depth-buffer occlusion against traditional mesh renderers.
54% match
· <shaders><blog><mesh><render><scenes><unity> - An Updated Sponza glTF
An Updated Sponza glTF is a February 2026 blog post by Ignacio Castaño republishing a cleaned Sponza glTF with uncompressed PNG textures and comparing AVIF plus runtime GPU…
54% match
· <intermediate><blog><choosing><large><tables><timings> - Terrain Tiling Break-Up - Terrain Shaders - Episode 4
Terrain Tiling Break-Up - Terrain Shaders - Episode 4 is a Ben Cloward YouTube tutorial in his Terrain Shaders series on reducing obvious texture repetition on large terrain…
54% match
· <shaders><intermediate><large><main><materials><unity> - Rendering into texture - the most important TA skill
It restates vertex and fragment roles and the levers artists actually control beyond hardware rasterization.
53% match
· <shaders><intermediate><blog><mroz><instancing><noise><unity><urp> - Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
53% match
· <optimization><intermediate><blog><mroz><mesh><unity><urp>