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Stateless particles - rendering without a mesh

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Jan Mróz

Proposed by Jan Mróz

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Description

Jan Mróz's December 2025 Procedural Pixels article explains procedural draw calls that skip vertex buffer fetches and build geometry from SV_VertexID and SV_InstanceID alone.

It covers Unity Graphics and CommandBuffer APIs, hashing instance IDs for stateless particles, quad topology counts, a tornado effect walkthrough, curl-noise displacement, and optimization passes that cut GPU cost by more than ten times in his demo.

Intermediate Unity shader authors optimizing particle counts without CPU mesh uploads will benefit; the article assumes HLSL and URP custom render feature familiarity.

The long single-post format includes TransparentProceduralRenderer sample code and profiler comparisons, freely available on Procedural Pixels.

It fills a niche gap in Unity docs for meshless draws that tech-art forums link when discussing GPU-driven particles.