- 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><lighting><mesh><nsight><order> - 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
· <shaders><optimization><intermediate><blog><mroz><draw><gpu><mesh> - 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
100% match
· <shaders><intermediate><blog><displacement><feature><lighting><particle><pipeline> - 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><buffer><custom><draw><gpu><instance><instancing> - 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><apis><density><lighting><noise><pipeline> - Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
A Graphics Programming Conference talk by id Software engine programmers Philip and Dominic on the opaque geometry pipeline in DOOM: The Dark Ages on idTech 8.
They cover why…
100% match
· <optimization><apis><buffer><density><lighting><pipeline><quad><targets> - 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…
100% match
· <shaders><optimization><blog><buffer><draw><gpu><mesh><optimized> - The Graphics Pipeline and Rendering Types - Game Optimization - Episode 2
The Graphics Pipeline and Rendering Types - Game Optimization - Episode 2 is a YouTube fundamentals video by Ben Cloward that opens his Game Optimization series with pipeline…
100% match
· <buffer><draw><lighting><pipeline><profiling><shader><transparency><vertex> - REAC 2025 Geometry rendering and shaders infrastructure in Warhammer 40000: Space Marine 2
This is a REAC 2025 conference talk video from Max Bukhalov and Egor Orachev of Saber Interactive about geometry rendering and shader infrastructure in Warhammer 40000: Space…
100% match
· <shaders><draw><gpu><instance><instancing><lighting><pipeline><procedural> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
98% match
· <optimization><intermediate><blog><apis><buffer><gpu><pipeline><profiling> - Tornado Shader Breakdown (Cyanilux)
Tornado Shader Breakdown is a January 2022 Cyanilux post on a stylized tornado built with Unity URP Shader Graph.
94% match
· <shaders><intermediate><blog><displacement><mesh><noise><shader><tornado> - Pico GPU
Pico GPU is a small educational GPU environment hosted for learning and experimenting with shaders under a strict memory budget.
It targets 640x480 at 60 FPS with 24-bit depth…
94% match
· <shaders><draw><feature><gpu><instancing><shader><targets><vertex> - Shell texturing vs raymarching
Shell texturing re-renders meshes with normal offsets; raymarching marches rays inside a volume.
93% match
· <shaders><blog><mroz><instancing><optimized><profiling><shader><transparency> - Optimizing camera overhead to the absolute minimum
The motivating example renders waterfall occlusion with an orthographic depth texture and a shader that compares obstacle depth against surface positions.
93% match
· <optimization><blog><mroz><custom><draw><positions><profiling><shader> - 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.
92% match
· <shaders><blog><mesh><model><pipeline><shader><triangle><vertex> - Adding Terrain Detail Meshes - Terrain Shaders - Episode 12
Adding Terrain Detail Meshes - Terrain Shaders - Episode 12 is a Ben Cloward YouTube tutorial on scattering grass, ferns, pebbles, and similar detail meshes on terrain in Unity…
92% match
· <shaders><intermediate><density><instance><masks><placement><shader><triangle> - Optimizing Individual Draw Calls - Game Optimization - Episode 9
[video] Optimizing Individual Draw Calls - Game Optimization - Episode 9 is an approximately 52-minute YouTube lesson by Ben Cloward in his Game Performance Optimization series.
92% match
· <optimization><intermediate><draw><feature><gpu><pipeline><shader><vertex> - The Art Of Packing Data
The Art Of Packing Data is a long technical blog post by redorav on The Code Corsair.
92% match
· <shaders><optimization><intermediate><blog><custom><formats><gpu><model> - Vertex Shaders & Tessellation | Unity Shader Code Basics 05
[video] Vertex Shaders & Tessellation | Unity Shader Code Basics 05 is a Daniel Ilett Unity tutorial on vertex displacement and hardware tessellation in handwritten URP-style…
90% match
· <shaders><displacement><lighting><mesh><positions><shader><vertex><unity> - Ten Years of D3D12
Ten Years of D3D12 is a September 2025 long-form blog post by Matt Pettineo (MJP) reflecting on a decade of Direct3D 12 API and HLSL changes since the Windows 10 launch.
It…
90% match
· <shaders><optimization><blog><apis><draw><formats><gpu><instancing>