- 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><shaders><blog><between><compute><data><post><struct> - 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><shaders><intermediate><blog><buffers><compute><post><webgpu> - Field Guide to TSL and WebGPU
Field Guide to TSL and WebGPU is a free long-form tutorial by Maxime Heckel on porting WebGL and Three.js effects to Three.js Shading Language and the WebGPU backend.
It…
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· <code><shaders><intermediate><blog><compute><post><shows><webgpu> - Figma rendering: Powered by WebGPU
Figma rendering: Powered by WebGPU is an engineering blog post by Alex Ringlein and Luke Anderson describing how Figma migrated its browser design renderer from WebGL toward…
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· <code><shaders><blog><buffers><naga><post><testing><webgpu> - Spark 1.3 and spark.js
Spark 1.3 and spark.js is a release post by Ignacio Castaño on the Ludicon blog covering Spark 1.3 real-time GPU texture compression and the new spark.js JavaScript package for…
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· <intermediate><blog><against><compute><post><shaders><using><webgpu> - Animating geometry with AMD DGF
Animating geometry with AMD DGF is a September 2025 GPUOpen blog by Sander Reitter, Quirin Meyer, and Josh Barczak on driving topology-stable mesh animation through AMD Dense…
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· <code><blog><compute><offset><padding><post><shaders><shows> - WWDC25: Unlock GPU computing with WebGPU | Apple
[video] WWDC25: Unlock GPU computing with WebGPU | Apple is a WWDC25 session from Apple Developer in which Safari engineer Mike explains WebGPU for graphics and general-purpose…
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· <code><intermediate><buffers><compute><data><shaders><shows><webgpu> - Surfel-based global illumination on the web
Surfel-based global illumination on the web is a January 2026 interactive article by Jure Triglav on implementing surfel GI with WebGPU compute shaders in the browser.
It walks…
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· <code><shaders><blog><against><buffers><compute><post><webgpu> - Enhancing DirectX Testing with AMD Smoldr
Enhancing DirectX Testing with AMD Smoldr is a March 2026 AMD GPUOpen post by Sebastian Neubauer announcing Smoldr, an open-source text-script tool for running DirectX 12 shaders…
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· <code><intermediate><blog><buffers><compute><post><shaders><testing> - Shipping WebGPU on Windows in Firefox 141
Shipping WebGPU on Windows in Firefox 141 is a July 2025 Mozilla Gfx Team Blog post by jblandy announcing that Firefox 141 enables WebGPU on Windows after years of…
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· <code><intermediate><blog><compute><post><rust><webgpu><wgsl> - ONNX and DirectML execution provider guide - part 1
This AMD GPUOpen technical article by Hui Zhang is part 1 of a guide to using the ONNX Runtime DirectML execution provider with a native DirectX 12 pipeline.
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· <code><blog><buffers><compute><data><post><shows><using> - Per Texel Lighting
Per Texel Lighting is a February 2026 technical blog post by Joshua Martinez explaining a Unity project that lights and shadows objects per texture texel instead of per…
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· <code><shaders><intermediate><blog><compute><data><post> - 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.
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· <code><shaders><blog><between><data><post> - Minimalist ray-tracing leveraging only acceleration structures
This is an AnKi 3D Engine blog post by Panagiotis Christopoulos Charitos on a lightweight potato-mode ray-tracing path using only acceleration structures and ray queries instead…
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· <code><shaders><blog><data><layouts><post><using> - Vertex Displacement (Cyanilux)
Vertex Displacement is a free Cyanilux blog tutorial (updated Jan 2023) on moving vertices in Unity Shader Graph, part of the site URP breakdown collection.
It covers vertex versus fragment stages on the Master Stack, Object-space scale and offset with Time animation, and fragment-only node limits.
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· <shaders><intermediate><blog><data><post><using> - Introducing WebGPU-Bench: A WebGPU Microbenchmark
Blog post introducing webgpu-bench, a WebGPU micro-benchmark suite used by Web3D Survey to measure arithmetic, memory access, operation costs, and compute strategies.
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· <code><intermediate><blog><compute><data><post><webgpu> - State of GPU Hardware (End of Year 2025)
State of GPU Hardware (End of Year 2025) is a guest blog article by Dmytro Bulatov (Boolka) on asawicki.info.
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· <code><intermediate><blog><against><data><post><shaders> - Writing to Compressed Textures in Metal
Writing to Compressed Textures in Metal is a technical blog article by Ignacio Castaño.
Technical post on emulating compressed-texture writes on Metal by placing a BC texture…
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· <code><blog><against><offset><post><using> - Simplifying Vulkan One Subsystem at a Time
Simplifying Vulkan One Subsystem at a Time is a February 2026 Khronos blog post by Tobias Hector (AMD / Vulkan Strategy Officer) on cutting Vulkan API complexity through…
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· <code><blog><buffers><data><layouts><post> - bgfx WebGPU backend, second take!
bgfx WebGPU backend, second take is a January 2026 technical blog post by Branimir Karadzic on restoring and redesigning a WebGPU backend for the bgfx cross-platform rendering…
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· <code><blog><post><using><webgpu><wgsl>