- Custom Renderer Features (Cyanilux)
Long-form Cyanilux guide to URP ScriptableRendererFeature and ScriptableRenderPass code: example effects, RTHandle setup, blit paths, and Unity 6 Render Graph notes.
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· <code><advanced><blog><custom><graph><including><programmers><render> - 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…
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· <blog><across><custom><data><engine><including><large><post> - 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><advanced><blog><custom><data><gpu><post><programmers> - 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
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· <blog><custom><engine><geometry><post><programmers><resources><shared> - Unity GitHub - URP Rendering Examples
UniversalRenderingExamples aggregates URP feature demos - outlines, decals, lights, and post effects - with staged “completed” scenes for learning renderer features incrementally.
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· <blog><custom><data><graph><render><resources><scene><shared> - 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
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· <across><blog><engine><gpu><graph><post><render><resources> - How tetrahedral cages significantly reduce BVH memory usage
AMD GPUOpen article on ray-tracing independently animated dense geometry with deformable tetrahedral cages so dense meshes and BVHs stay static and reusable.
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· <code><optimization><advanced><blog><amd><compares><geometry><large> - How sparse resources helped my GPU-driven renderer memory usage
Blog post by Zino on using D3D12 sparse (tiled/reserved) resources to manage large persistent buffers in a GPU-driven renderer.
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· <code><optimization><advanced><blog><driven><gpu><large><management> - Introducing AMD DGF SuperCompression
AMD GPUOpen blog introducing DGF SuperCompression (DGFS), a software layer that further compresses Dense Geometry Format blocks for storage while decoding to DGF or conventional…
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· <code><optimization><advanced><blog><amd><driven><engine><geometry> - No Graphics API
No Graphics API is a December 2025 long-form essay by Sebastian Aaltonen arguing that modern bindless GPUs no longer need the retained-mode complexity of DirectX 12, Vulkan, and…
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· <code><optimization><advanced><blog><costs><gpu><gpus><memory> - 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><advanced><blog><charitos><anki><compares><data><engine> - AMD GPU Debugger
AMD GPU Debugger is a December 2025 technical blog post by Abdelhadi on building an AMD GPU debugger outside ROCm, inspired by Marcell Kiss and limited tools such as rocgdb.
It…
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· <code><optimization><advanced><blog><amd><gpu><large><post> - Lighting mannequin
Lighting Mannequin is an October 2025 production blog post by Peter Strahle on lighting workflows for the Quest 2 multiplayer VR title Mannequin.
It covers readable path…
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· <code><optimization><advanced><blog><driven><geometry><gpu><post> - 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…
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· <code><optimization><advanced><blog><custom><data><driven><engine> - Optimizing RTX Mega Geometry with Nsight Graphics GPU Trace
Optimizing RTX Mega Geometry with Nsight Graphics GPU Trace is an NVIDIA Game Developer talk by Calvin Chu on profiling and speeding up the RTX Mega Geometry SDK sample.
It…
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· <code><optimization><advanced><geometry><gpu><including><large><memory> - Making GPUs Actually Fast: A Deep Dive into Training Performance
Making GPUs Actually Fast: A Deep Dive into Training Performance is a Jane Street YouTube talk by Corwin and Sylvain on keeping GPUs busy while training neural nets in…
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· <code><optimization><gpu><gpus><memory><nvidia><programmers><shared> - Inline vs Pipeline Ray Tracing
Inline vs Pipeline Ray Tracing is a November 2025 Evolve Benchmark blog post by Manon Oomen comparing the two DirectX and Vulkan-style ray-tracing programming models as…
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· <code><optimization><advanced><blog><amd><engine><gpus><nvidia> - Efficiently sorting gigabytes: the Deferred Merge Sort
Efficiently sorting gigabytes: the Deferred Merge Sort is a Superluminal engineering post by Jelle van der Beek on timestamp-ordering huge profiler capture streams with bounded…
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· <code><optimization><advanced><blog><costs><data><large><memory> - BLAS Sharing for ray tracing cluster-based continuous level of detail
BLAS Sharing for ray tracing cluster-based continuous level of detail is a technical documentation page in NVIDIA nvpro-samples vk_lod_clusters describing how to share…
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· <code><optimization><advanced><across><geometry><large><memory><nvidia> - The performance impact of vertex shader exports
The performance impact of vertex shader exports is a September 2025 Interplay of Light blog post by Kostas Anagnostou measuring how many float4 attributes passed from vertex to…
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· <code><optimization><advanced><blog><amd><costs><engine><gpu>