- UPDATED! Configuring Vulkan Layers White Paper
UPDATED! Configuring Vulkan Layers White Paper is a March 2026 LunarG post by Christophe Riccio announcing an updated Vulkan SDK reference for layer configuration.
From SDK…
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· <code><intermediate><documentation><configuration><configure><covers><developers><environment> - The State of Vulkan on Apple – Jan. 2026
The State of Vulkan on Apple - Jan.
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· <code><intermediate><app><developers><instance><layer><layers><useful> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <code><intermediate><common><configuration><covers><developers><enabling><environment> - 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…
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· <code><intermediate><app><covers><creation><developers><minimal><sample> - Advanced Physically Based Rendering With ClearCoat
This OGLDEV YouTube video continues an advanced glTF physically based rendering series by adding the Khronos Clear Coat material extension.
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· <code><intermediate><application><covers><developers><instead><khronos><layer> - How to Vulkan in 2026
How to Vulkan in 2026 is a tutorial website and companion repository by Sascha Willems for writing a Vulkan 1.3 rasterization app with modern simplifying features.
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· <code><intermediate><documentation><app><covers><layers><useful><validation> - Introducing the Vulkan Drivers Tab
Introducing the Vulkan Drivers Tab is a LunarG blog post on a new Drivers section in the Vulkan Configurator (vkconfig) shipped with Vulkan SDK 1.4.328.0.
It covers adding…
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· <code><intermediate><application><covers><developers><json><useful><validation> - LunarG at SIGGRAPH 2025: Updates on Ecosystem and GFXReconstruct
LunarG at SIGGRAPH 2025: Updates on Ecosystem and GFXReconstruct is a LunarG announcement summarizing the company's Khronos Vulkan Birds of a Feather talks at SIGGRAPH 2025 in…
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· <code><intermediate><covers><developers><khronos><layer><useful><validation> - The Buffer Offset Alignment Crisis // Vulkan For Beginners #22
This OGLDEV YouTube video is episode 22 of the Vulkan For Beginners series.
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· <code><intermediate><common><covers><layer><trigger><useful><validation> - VK_EXT_present_timing: the Journey to State-of-the-Art Frame Pacing in Vulkan
This is a Khronos blog post by NVIDIA driver engineer Lionel Duc on VK_EXT_present_timing and bringing time-based frame pacing to Vulkan swapchains.
It covers limits of opaque…
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· <code><covers><developers><ext><instead><khronos><useful><vulkan> - phi-lira GitHub - Custom SRP Template
Educational stepping stone before customizing URP/HDRP or writing company-specific renderers.
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· <configure><developers><json><sample><settings><useful><want> - Slug Algorithm (WebGPU)
Slug Algorithm (WebGPU) is an open-source diffusionstudio GitHub repository that ports Eric Lengyel's Slug vector text algorithm to WebGPU with WGSL shaders.
It covers CPU text…
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· <code><intermediate><covers><developers><example><minimal><useful><want> - Optimizing Based On Analysis - Game Optimization - Episode 8
[video] Optimizing Based On Analysis - Game Optimization - Episode 8 is a free YouTube episode by Ben Cloward that applies prior PIX captures to concrete Unity URP and Unreal…
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· <code><intermediate><developers><example><instead><sample><settings><useful> - 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,
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· <code><best><covers><example><instance><instead><want> - ColinLeung-NiloCat GitHub - UnityURP-MobileDrawMeshInstancedIndirectExample
ColinLeung-NiloCat’s MobileDrawMeshInstancedIndirect example shows grass/foliage-style GPU instancing on mobile URP using DrawMeshInstancedIndirect and compute-friendly buffers.
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· <code><developers><example><instance><sample><useful><want> - Partial Graphics Programs
Partial Graphics Programs is a technical blog article by Nada Ouf.
DirectX Developer Blog detailing Partial Graphics Programs in Agility SDK 1.721-preview: split pipeline…
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· <code><covers><creation><developers><sample><useful><want> - How to Not be Scared of SPIR-V
Vulkanised 2026 talk by Spencer Fricke of LunarG on demystifying SPIR-V for graphics developers.
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· <code><intermediate><covers><developers><example><useful><validation><vulkan> - 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.
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· <intermediate><common><covers><developers><layer><layers><sample> - Anthelmed GitHub - Unity-URP-Blurred-Buffer-Outlines
Anthelmed’s Unity-URP-Blurred-Buffer-Outlines repo demonstrates outline rendering via blurred G-buffer or color buffer passes in Universal RP.
Provides shader/renderer feature p
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· <intermediate><developers><layer><sample><settings><useful><want> - Kink3d GitHub - kDecals
Kink3d’s kDecals library implements deferred and forward decal projection systems for Unity with material blending and depth rejection rules.
Provides runtime components and sha
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· <intermediate><creation><developers><json><sample><useful><want>