- 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
· <code><shaders><calls><custom><draw><drawcalls><frame><lighting> - Anno 1800: Frame Analysis
Anno 1800: Frame Analysis is a reverse-engineering blog post by Thomas Poulet that traces how Ubisoft Mainz's custom Anno 1800 engine builds one captured frame.
It covers…
94% match
· <code><bloom><custom><draws><engine><frame><lighting><post> - Realtime Raytracing in Bevy 0.17 (Solari)
Realtime Raytracing in Bevy 0.17 (Solari) is a September 2025 engineering blog post by jms55 on experimental hardware raytracing in Bevy 0.17 through the Solari plugin.
It gives…
88% match
· <code><shaders><breakdown><frame><lighting><post><tiles><visibility> - 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.
85% match
· <code><intermediate><video><calls><draw><drawcalls><draws><frame> - Notes about VK_EXT_custom_resolve
Notes about VK_EXT_custom_resolve is a November 2025 Geek Blight blog post by Ricardo Garcia on Vulkan shader-driven multisample resolve, tied to Igalia work around the Steam…
81% match
· <code><custom><draw><engine><frame><post><single> - Improving Direct Lighting Material Occlusion - Part 1
Improving Direct Lighting Material Occlusion - Part 1 is a December 2025 blog post by Pablo Zurita on irradiance.ca.
81% match
· <shaders><engine><lighting><mapped><normal><post><visibility> - Efficient Bloom with Gaussian Blur in OpenGL
Efficient Bloom with Gaussian Blur in OpenGL is a free YouTube video on the OGLDEV channel.
OGLDEV tutorial implementing bloom in OpenGL with a separable Gaussian blur, based on…
79% match
· <code><shaders><intermediate><video><bloom><post><processing><single> - HDR And Tone Mapping Using OpenGL // Intermediate OpenGL Series
HDR And Tone Mapping Using OpenGL // Intermediate OpenGL Series is a free YouTube tutorial by OGLDEV that implements high dynamic range rendering and tone mapping in an…
79% match
· <code><shaders><intermediate><video><frame><lighting><mapped><post> - Writing Shader Code in Universal RP (v2) (Cyanilux)
Writing Shader Code in Universal RP (v2) is Cyanilux's ShaderLab and HLSL guide for Unity URP (2021, updated 2022).
75% match
· <code><shaders><breakdown><calls><draw><drawcalls><frame> - Behind the Pretty Frames: PRAGMATA
Behind the Pretty Frames: PRAGMATA is a technical blog article by Muhammad.
GPU-capture frame breakdown of Capcom PRAGMATA on RE Engine under D3D12, tracing the render graph…
75% match
· <code><shaders><breakdown><engine><frame><lighting><post> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
73% match
· <shaders><intermediate><video><engine><fluid><post><processing><single> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
71% match
· <shaders><intermediate><custom><engine><fluid><fog><post> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
71% match
· <shaders><intermediate><custom><engine><lighting><normal><post> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
71% match
· <shaders><intermediate><engine><lighting><normal><post><processing> - 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…
71% match
· <code><video><calls><draw><drawcalls><lighting><walks> - Foundations of Game Engine Development Vol. 2 - Rendering
Second volume on real-time rendering for engine developers - color science, projections, lighting, shadows, fog, visibility, and advanced topics like volumetrics and ambient…
69% match
· <shaders><engine><fog><lighting><normal><visibility> - Custom Post Processing in URP / Unity 2021.3 (Febucci)
Federico Bellucci's May 2022 Febucci article covers custom post-processing in Unity URP on Unity 2021.x (URP 12.1.5), when volume-backed custom effects lacked clear docs.
65% match
· <code><shaders><intermediate><custom><post><processing><walks> - Lighting | Unity Shader Code Basics 06
Lighting | Unity Shader Code Basics 06 is a free YouTube video on the Daniel Ilett channel, an episode in the Unity Shader Code Basics series.
Unity Shader Code Basics episode…
65% match
· <code><shaders><video><custom><lighting><single><walks> - 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…
65% match
· <code><shaders><intermediate><breakdown><lighting><post><walks> - Getting started with BGFX
[video] Getting started with BGFX is a YouTube playlist by Game Coder Nz that walks through the bgfx cross-platform rendering library from a blank project to basic 3D and UI…
65% match
· <code><shaders><video><custom><engine><frame><walks>