- 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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· <shaders><intermediate><blog><built><developers><real><sample><targets> - 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><matrix><real><similar><time><uses> - 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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· <shaders><intermediate><blog><aimed><apis><built><developers><hardware> - Cyanilux GitHub - URP Blit Renderer Feature
URP_BlitRenderFeature demonstrates a ScriptableRendererFeature that performs full-screen blits in Universal RP - template for custom post effects, copying buffers, or chaining pass
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· <intermediate><developers><image><sample><similar><texture><time><using> - Neural Texture Compression in Metal 4
Technical write-up of MetalNTC, a Neural Texture Compression implementation for Apple Silicon based on NVIDIA random-access neural material compression.
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· <code><shaders><blog><compression><inference><mlp><neural><real> - MiniDXNN v0.4.0: Interactive neural texture compression on DirectX 12
AMD GPUOpen release notes for MiniDXNN v0.4.0, an open-source DirectX 12 library for on-GPU MLP inference and training using Shader Model 6.10 D3D12 Linear Algebra.
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· <code><library><shaders><harada><amd><compression><gpuopen><inference> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
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· <shaders><intermediate><blog><aimed><amd><announcement><developers><gpuopen> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman.
DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
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· <code><shaders><blog><accelerated><adopting><aimed><apis><developers> - Cooperative Vectors Introduction
Technical introduction to Cooperative Vectors (long vectors) for neural network inference and training in shaders, written from experience in the Evolve rendering engine.
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· <code><shaders><blog><aimed><apis><caching><cooperative><inference> - Neural Shading Course: Part 1 - Introduction
Neural Shading Course: Part 1 - Introduction is the opening NVIDIA Game Developer YouTube session of a course on neural and trainable shading inside real-time pipelines.
It…
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· <code><shaders><intermediate><adopting><caching><compression><cooperative><hardware> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
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· <code><shaders><amd><hardware><radeon><real><similar><time> - Introducing Advanced Shader Delivery
Introducing Advanced Shader Delivery is a DirectX Developer Blog post by Wendy, Jesse, and Cassie announcing Microsoft's cloud-precompiled shader cache pipeline for PC games,…
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· <code><shaders><intermediate><blog><aimed><announcement><apis><caching> - AMD FidelityFX SDK 2.0 launches our neural rendering technologies for developers
AMD FidelityFX SDK 2.0 launches our neural rendering technologies for developers is a GPUOpen announcement by Jason Lacroix and Alexander Blake-Davies introducing FidelityFX SDK…
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· <library><intermediate><blog><amd><announcement><developers><gpuopen><hardware> - Get ready for FSR Redstone with AMD FSR 3.1.4 and our new UE 5.6 plugin
Get ready for FSR Redstone with AMD FSR 3.1.4 and our new UE 5.6 plugin is an AMD GPUOpen announcement by Alexander Blake-Davies about FidelityFX Super Resolution 3.1.4 and…
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· <code><intermediate><blog><amd><announcement><caching><developers><gpuopen> - AMD releases Vulkan support for Dense Geometry Format
AMD releases Vulkan support for Dense Geometry Format is an AMD GPUOpen technical blog by Stuart Smith announcing the provisional Vulkan extension VK_AMDX_dense_geometry_format…
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· <code><library><blog><amd><compression><gpuopen><hardware><sample> - Debugging AMD-Specific Issues with Driver Experiments Tool
Debugging AMD-Specific Issues with Driver Experiments Tool is a July 2025 article on asawicki.info about using Driver Experiments in AMD's Radeon Developer Panel to diagnose…
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· <code><blog><amd><compression><developers><gpuopen><radeon><targets> - Real-Time GPU Tree Generation
Real-Time GPU Tree Generation presents a High-Performance Graphics 2025 symposium paper by Bastian Kuth, Max Oberberger, Carsten Faber, Pirmin Pfeifer, Seyedmasih Tabaei, Dominik…
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· <code><shaders><amd><apis><library><radeon><real><targets> - Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing
Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing presents a 2025 Computer Graphics Forum paper by Rene Kern, Felix Brull, and Thorsten Grosch on real-time deep…
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· <code><shaders><built><hardware><library><real><sample><time> - Using the Matrix Cores of AMD RDNA 4 architecture GPUs
Using the Matrix Cores of AMD RDNA 4 architecture GPUs is an AMD GPUOpen technical blog by Takahiro Harada and Atsushi Yoshimura.
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· <code><blog><harada><amd><cores><gpuopen><hip><inference> - Coding This is Us
Coding This is Us is a November 2025 post by Guillaume Boisse on graphics techniques used in the Revision 2025 PC demo This is Us, published on his personal graphics blog.
It…
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· <code><shaders><blog><caching><hardware><radiance><real><time>