- 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.
100% match
· <optimization><advanced><blog><mroz><camera><costs><culling><custom> - 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><camera><captures><culling><pass><profiling> - 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.
100% match
· <advanced><blog><camera><custom><graph><pass><renderer><shader> - 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
· <advanced><blog><context><culling><custom><depth><draw><frustum> - Cyanilux GitHub - URP Blit Renderer Feature
URP_BlitRenderFeature demonstrates a ScriptableRendererFeature that performs full-screen blits in Universal RP - template for custom post effects, copying buffers, or chaining pass
100% match
· <general><camera><custom><graph><pass><renderer><shader><texture> - On Shaping Light
On Shaping Light is a June 2025 tutorial article by Maxime Heckel on combining post-processing with volumetric raymarching to build real-time light shafts for React Three Fiber…
100% match
· <blog><camera><depth><light><matrices><occlusion><projection><shader> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
98% match
· <blog><camera><depth><graph><light><shader><shadow><targets> - Converting SSE intrinsics code to Neon. Burst masked occlusion culling
Converting SSE intrinsics code to Neon.
94% match
· <optimization><advanced><blog><android><culling><depth><occlusion><profiling> - Rendering into texture - the most important TA skill
It restates vertex and fragment roles and the levers artists actually control beyond hardware rasterization.
93% match
· <general><blog><mroz><culling><custom><frustum><matrices><projection> - 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.
93% match
· <optimization><blog><mroz><custom><draw><positions><profiling><shader> - Anno 1800: Frame Analysis
Anno 1800: Frame Analysis is a reverse-engineering blog post by Thomas Poulet that traces how Ubisoft Mainz's custom Anno 1800 engine builds one captured frame.
It covers…
92% match
· <optimization><general><advanced><blog><camera><captures><custom><depth> - Andicraft GitHub - VolumetricFog-URP2022
Andicraft’s VolumetricFog-URP2022 repository implements a URP-compatible volumetric fog effect for Unity 2022-era pipelines, with sample scene and shader/renderer setup.
Documen
90% match
· <general><component><graph><layer><object><renderer><shader><unity> - Custom SRP 6.2.0 3D Color LUT
Custom SRP 6.2.0 3D Color LUT is a technical blog article by Jasper Flick.
Catlike Coding Custom SRP tutorial that upgrades the color-grading LUT from a simulated 2D strip to a…
88% match
· <advanced><blog><camera><custom><graph><pass><shader><texture> - How to properly profile your game
Opening stories show GPU-bound teams celebrating CPU particle wins, camera-angle skew in captures, and missed spike frames.
87% match
· <optimization><general><blog><mroz><camera><captures><culling><occlusion> - 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.
85% match
· <blog><depth><graph><light><shader><surface><texture><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
85% match
· <blog><camera><depth><orthographic><shader><shadow><targets><unity> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
85% match
· <blog><depth><layer><occlusion><surface><texture><view><unity> - IBL Optimization Study III: Shared memory and Latency Hiding
IBL Optimization Study III: Shared memory and Latency Hiding is the third Technik blog post by Carmelo J Fernandez-Aguera Tortosa optimizing GGX specular prefiltering for…
85% match
· <optimization><advanced><blog><captures><context><pass><profiler><shader> - Cyanilux - Resources
A curated, filterable index of shader and Unity rendering resources - Cyanilux's own tutorials plus external links.
83% match
· <camera><depth><filtering><graph><pass><renderer><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…
83% match
· <optimization><advanced><blog><mroz><graph><lightweight><profiler><shader>