- 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><about><adding><covers><existing><game><lighting> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
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· <aimed><beyond><engines><game><hosted><practical><real><source> - Febucci
's blog is the public writing hub of the Febucci studio (Text Animator, Unity and Godot tools, and indie games).
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· <code><about><art><engine><game><programmers><real><time> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
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· <art><author><engine><engineers><engines><game><want><work> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
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· <aimed><art><engine><game><lighting><plus><want><without> - see here for slides
Gilbert Sanders, Principal Artist at Guerrilla Games, gave this GDC 2018 Visual Arts session on vegetation in Horizon Zero Dawn.
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· <talk><conference><gdc><programmers><real><slides><time><vault> - Unity GitHub - BoatAttack Demo
Unity Technologies BoatAttack demo showcases URP water, lighting, and large outdoor scenes with production-minded settings - reference project for stylized realistic water on URP.
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· <game><racing><source><technologies><time><useful><want><without> - 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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· <about><assets><game><source><technologies><time><useful><want> - The Alters - a technical postmortem - Szymon Kurek || 11 bit studios ||
Game Industry Conference talk by Szymon Kurek of 11 bit studios on the technical postmortem of The Alters.
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· <code><talk><about><aimed><conference><covers><engine><game> - Advances in Real-Time Rendering in Games - 2026
Course site for the SIGGRAPH 2026 Advances in Real-Time Rendering in Games sessions, with talk abstracts and downloadable slides from studios including Activision, EA SEED, Sony,…
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· <code><optimization><advanced><engineers><path><real><slides><talk> - What To Learn To Be A Real Time Graphics Programmer
Alan Wolfe career guide for becoming hireable as a real-time graphics programmer, splitting the path into modern explicit APIs (DX12/Vulkan/Metal) versus GPU lighting, shading,…
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· <aimed><lighting><path><programmers><real><time><tracer><tracing> - How We Draw a 3D Sprite World: The Stylized Art of Never's End
GDC Vault talk by Ryan Juckett (Hypersect) on rendering Never's End as a hand-drawn 2D pixel-art look from fully 3D assets.
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· <code><talk><aimed><art><assets><engine><gdc><lighting> - TL;DR: An efficient and research-friendly Gaussian Splatting framework
Project page for Faster-GS, a CVPR 2026 Gaussian Splatting optimization codebase by Florian Hahlbohm, Linus Franke, Martin Eisemann, and Marcus Magnor.
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· <code><optimization><advanced><about><aimed><engineers><hosted><optimizations> - A silly diffuse shading model
A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early…
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· <about><author><game><lighting><matches><max><programmers><useful> - An Experimental Approach to printf in HLSL
An Experimental Approach to printf in HLSL is a December 2025 technical post by Chris Bieneman describing a holiday prototype for GPU-side printf in HLSL.
It covers GPU string…
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· <code><advanced><author><covers><engineers><plus><time><useful> - SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination
[video] SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination is a YouTube recording of Tiago Sousa's Advances talk on idTech8 global…
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· <code><optimization><advanced><talk><engineers><path><real><recording> - Realtime Raytracing in Bevy 0.18 (Solari)
Realtime Raytracing in Bevy 0.18 (Solari) is a December 2025 development post by jms55 on quality and performance work for Solari, Bevy's dynamic ray-traced lighting path planned…
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· <code><optimization><advanced><cycle><lighting><path><real><time> - Around The World, Part 28: Scaling up
This is part 28 of Thomas ten Cate's Around The World development blog about an early-stage sea exploration game in Godot.
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· <code><optimization><about><covers><engines><game><practical><useful> - MeshSplatting: Differentiable Rendering with Opaque Meshes
MeshSplatting: Differentiable Rendering with Opaque Meshes presents a mesh-based novel view synthesis method by Jan Held and collaborators that jointly optimizes geometry and…
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· <code><advanced><assets><covers><engine><engines><game><plus> - Filtering -Vs- Graphics
This is a technical talk by Timothy Lattis on the Neo Graphics channel on what perfect, content-independent filtering would require versus common real-time graphics practice.
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· <optimization><advanced><talk><covers><engineers><game><real><time>