- Rendering 90,000 particles in Unity: what actually costs CPU and GPU time
A Burst job simulates gravity, noise, pull, drag, and bounce for large CPU particle counts before draw.
100% match
· <optimization><shaders><intermediate><blog><mroz><instanced><mesh><noise> - I made this shader run 5x faster
The original shader layers animated cellular (Voronoi) noise with distorted UVs and procedural value noise, with no texture assets.
100% match
· <optimization><shaders><blog><mroz><effect><linked><measured><noise> - 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><intermediate><blog><mroz><linked><mesh><nsight><profiling> - 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.
100% match
· <optimization><shaders><intermediate><blog><mroz><draw><gpu><mesh> - 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><argument><compute><dispatch><draw><effect><gpu> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
100% match
· <shaders><intermediate><blog><buffers><driven><effect><linked><noise> - Bindless Oriented Graphics Programming
Bindless Oriented Graphics Programming is a technical blog post by Alex Tardif on alextardif.com.
96% match
· <optimization><blog><buffers><compute><draw><driven><gpu><loops> - 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.
95% match
· <optimization><shaders><blog><mroz><measured><nsight><passes><unity> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
94% match
· <shaders><intermediate><blog><driven><follow><linked><particle><passes> - 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
92% match
· <shaders><intermediate><compute><follow><gpu><linked><render><simulation> - Indirect Rendering // Vulkan For Beginners #27
Indirect Rendering // Vulkan For Beginners #27 is a YouTube lesson by OGLDEV in the Vulkan For Beginners series.
90% match
· <intermediate><buffers><draw><driven><follow><gpu><indirect><mesh> - WWDC25: Unlock GPU computing with WebGPU | Apple
[video] WWDC25: Unlock GPU computing with WebGPU | Apple is a WWDC25 session from Apple Developer in which Safari engineer Mike explains WebGPU for graphics and general-purpose…
90% match
· <intermediate><buffers><compute><gpu><indirect><particle><passes><render> - Procedural Pixels Blog
Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies.
89% match
· <optimization><shaders><intermediate><blog><mroz><buffers><compute><driven> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits.
It…
85% match
· <shaders><intermediate><blog><buffers><compute><gpu><path><render> - Terrain hack: Fastest erosion algorithm ever
The algorithm is not a full fluid simulation; it approximates heightfields with slab-like building blocks discovered by accident but tuned for speed.
83% match
· <shaders><intermediate><blog><mroz><compute><gpu><passes><simulation> - Per Texel Lighting
Per Texel Lighting is a February 2026 technical blog post by Joshua Martinez explaining a Unity project that lights and shadows objects per texture texel instead of per…
81% match
· <shaders><intermediate><blog><compute><effect><kernels><linked><mesh> - RE ENGINE Meshlet Rendering Pipeline
This REAC 2025 conference talk by Capcom rendering engineer Hitoshi Mishima covers the meshlet rendering pipeline introduced in RE ENGINE for Dragon's Dogma 2 and Monster Hunter…
81% match
· <optimization><draw><driven><gpu><linked><path> - CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization
CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization presents a training-free multi-agent workflow for CUDA kernel generation and optimization by…
77% match
· <optimization><compute><gpu><kernels><linked><nsight> - 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).
76% match
· <optimization><blog><mroz><linked><profiling><unity><nsight> - 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…
73% match
· <optimization><shaders><blog><draw><gpu><mesh><passes><nsight>