- Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
100% match
· <optimization><blog><mroz><frame><iterations><linked><profiling><textures> - 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><blog><mroz><effect><linked><measured><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><advanced><blog><distance><effect><fragment><frame><linked> - Code golfing a tiny demo using maths and a pinch of insanity
Code golfing a tiny demo using maths and a pinch of insanity is a long-form blog post on blog.pkh.me that reverse-engineers a procedural GLSL landscape demo compressed to a few…
100% match
· <shaders><advanced><blog><distance><fragment><noise><procedural><sine> - 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.
92% match
· <effect><linked><noise><procedural><source><textures><shadertoy><unity> - 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.
85% match
· <optimization><shaders><advanced><blog><mroz><measured><micro><procedural> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
85% match
· <shaders><linked><procedural><source><textures><visual><hlsl><unity> - Water Shader Breakdown (Cyanilux)
Water Shader Breakdown on cyanilux.com is a free Unity URP Shader Graph tutorial by Cyanilux (updated 2023).
79% match
· <shaders><blog><effect><noise><textures><value><voronoi><unity> - Waterfall Shader Breakdown (Cyanilux)
Waterfall Shader Breakdown (Cyanilux, May 2023) on cyanilux.com documents a stylized URP Shader Graph waterfall that parts around a moving sphere, turning popular 2019 demo into a step-by-step article.
A sphere signed distance field with clamped Y extends the alpha-clipped hole below the sphere; sine offsets along tangents wobble cutout and edges without vertex displacement.
79% match
· <shaders><blog><distance><distorted><effect><noise><sine><unity> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
75% match
· <shaders><blog><distance><linked><noise><textures><hlsl><unity> - Procedural Pool Balls
Shader tutorial article by Daniel Pokladek on drawing procedural pool balls with signed distance fields in Unity.
75% match
· <shaders><blog><distance><linked><procedural><textures><hlsl><unity> - How to optimize your Niagaras - Paweł Charzyński || 11Bit Studios ||
How to optimize your Niagaras is a Game Industry Conference 2024 talk by Pawel Charzynski of 11Bit Studios on Unreal Engine Niagara VFX optimization from Frostpunk 2…
75% match
· <optimization><shaders><bit><complexity><distance><effect> - 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
73% match
· <shaders><linked><source><textures><window><hlsl><unity> - 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.
72% match
· <optimization><shaders><advanced><blog><mroz><hlsl><reasoning><unity> - Texture Baking - Trading VRAM for GPU performance
The case study starts with a procedural rock material built in Shader Graph: bevel edge detection on normal maps, triplanar wood and mud, and many texture samples that leave the GPU texture unit st…
72% match
· <optimization><shaders><advanced><blog><mroz><fragment><procedural><nsight> - How Michael Abrash doubled Quake framerate
How Michael Abrash doubled Quake framerate is a technical archaeology article by Fabien Sanglard rebuilding WinQuake with and without Abrash's assembly to test Carmack's claim…
71% match
· <optimization><blog><assembly><measured><micro><unrolling> - Implementing a foil sticker effect
Implementing a foil sticker effect is an August 2025 technical blog post by Nikolaos Papadopoulos on 4rknova.com showing a custom Three.js shader for peeling holographic foil…
71% match
· <shaders><blog><effect><fragment><noise><procedural><source> - 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.
70% match
· <optimization><shaders><blog><mroz><noise><procedural><profiling><nsight> - Learning About GPUs Through Measuring Memory Bandwidth
Learning About GPUs Through Measuring Memory Bandwidth is a Traverse Research / Evolve blog article by Manon Oomen on designing microbenchmarks that isolate GPU load and store…
69% match
· <optimization><advanced><blog><alu><iterations><profiling><textures><hlsl> - CUDA Ray Tracing 2x Faster Than RTX: My CUDA Ray Tracing Journey
This is a long-form technical blog post by Karim Sayed documenting a CUDA path tracer based on Ray Tracing in One Weekend and comparing it with GPSnoopy's RayTracingInVulkan RTX…
69% match
· <optimization><advanced><blog><linked><procedural><source><nsight>