- Catlike Coding
Jasper Flick's long-running Unity and Godot tutorials, including the Rendering series on pipelines, lighting, and shader techniques.
100% match
· <code><shaders><custom><distance><first><lighting><mesh><movement> - Cyanilux - Resources
A curated, filterable index of shader and Unity rendering resources - Cyanilux's own tutorials plus external links.
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· <shaders><depth><gist><index><instancing><pass><renderer><tags> - IceFall Games - Graphics Blog
Developer blog documenting a custom deferred rendering engine - HDR, global illumination, ambient occlusion, decals, and lighting revamps.
100% match
· <code><shaders><blog><build><custom><depth><lighting><object> - LearnOpenGL
Comprehensive OpenGL tutorial series from context creation through lighting, PBR, shadows, geometry/tessellation shaders, and compute.
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· <code><shaders><compute><context><depth><examples><game><lighting> - Scratchapixel
Free computer graphics course starting from ray tracing and rasterization basics with C++ examples.
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· <build><color><free><matrices><meshes><project><touching><transforms> - Vulkan Tutorial - Introduction
Official Khronos Vulkan tutorial introducing instances, devices, swapchains, render passes, and the explicit synchronization model.
100% match
· <code><basic><buffer><course><device><devices><draw><pipelines> - Game Performance Optimization (Ben Cloward playlist)
YouTube playlist on game optimization for Unity and Unreal: budgets, CPU versus GPU triage, PIX analysis, and draw-call or shader tuning.
100% match
· <shaders><artists><cpu><drawcalls><gpu><parallel><performance><technical> - 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.
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· <shaders><advanced><blog><artists><data><depth><gpu><model> - Rendering into texture - the most important TA skill
It restates vertex and fragment roles and the levers artists actually control beyond hardware rasterization.
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· <shaders><blog><artists><culling><custom><examples><fragment><frustum> - How to debug random graphics bugs
Examples include stretched meshes, rare flashes, and hardware-specific QA reports from multi-week investigations.
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· <shaders><advanced><blog><color><compute><divide><error><gpu> - 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.
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· <shaders><blog><batch><gameobjects><instanced><instancing><main><matched> - 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.
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· <advanced><blog><culling><custom><data><frustum><identical><occlusion> - 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.
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· <shaders><advanced><blog><distance><effect><fragment><frame><linked> - 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
· <blog><culling><frame><grass><lighting><linked><mesh><opaque> - 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…
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· <shaders><blog><argument><compute><dispatch><draw><effect><gpu> - Shell texturing vs raymarching
Shell texturing re-renders meshes with normal offsets; raymarching marches rays inside a volume.
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· <shaders><advanced><blog><bandwidth><depth><instancing><meshes><multi> - Using grid to speed up dynamic collisions
The solver already handles velocity integration, static SDF colliders, iterative dynamic collisions, constraints, and invalid-position correction with Burst-compiled Unity Jobs.
100% match
· <code><blog><culling><enabled><objects><overhead><parallel><pass> - 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.
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· <advanced><blog><context><culling><custom><depth><draw><frustum> - 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
· <shaders><blog><buffer><custom><draw><gpu><instance><instancing> - Realtime Raytracing in Bevy 0.20 (Solari)
Technical write-up of Solari, Bevy's realtime path tracer, covering the Bevy 0.20 rewrite.
100% match
· <code><shaders><advanced><blog><cpu><implementation><lighting><performance>