- 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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· <all><gpu><linked><material><primary><programmers><release><source> - 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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· <tool><across><aimed><beyond><hosted><linked><notes><practical> - ColinLeung-NiloCat GitHub - URP Surface Shader Solution
UnityURP-SurfaceShaderSolution bridges legacy Surface Shader workflows toward URP-compatible shader structures - templates and explains how to recreate familiar BiRP conveniences.
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· <all><linked><open><repository><source><tiny><useful><want> - Cyanilux GitHub - Shader Graph Variables
ShaderGraphVariables by Cyanilux provides editor tooling or samples for managing Shader Graph blackboard variables consistently across graphs - reducing magic strings and duplicate
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· <all><linked><open><repository><source><useful><want><work> - 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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· <linked><material><open><repository><source><useful><want><work> - phi-lira GitHub - Custom SRP Template
Educational stepping stone before customizing URP/HDRP or writing company-specific renderers.
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· <all><linked><open><readme><repository><source><useful><want> - ryanslikesocool GitHub - Mecanim2Texture
Mecanim2Texture (ryanslikesocool) bakes skeletal animation into textures for vertex-animation or GPU skinning style effects - related workflow to VAT for specific art styles.
Un
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· <linked><open><repository><source><usage><useful><want><work> - Mixture
Blend of Substance-like workflow with Unity integration; active open-source development on GitHub.
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· <all><linked><open><repository><source><tool><useful><want> - bc_crunch
bc_crunch is a tiny, dependency-free C99 library by Geolm for lossless compression of already GPU-compressed BC1, BC3, BC4, and BC5 texture block streams.
It uses BC-aware…
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· <optimization><author><gpu><notes><programmers><readme><tiny><uses> - RenderDoc - Version v1.41
RenderDoc - Version v1.41 is the GitHub release notes for RenderDoc 1.41, baldurk's open-source graphics debugger for capturing and inspecting GPU frames.
The headline change is…
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· <tool><across><audience><gpu><linked><memory><notes><open> - Tellusim Core SDK - Open Source
Tellusim Core SDK - Open Source is the GitHub repository for Tellusim Core SDK, the foundational C++ layer of the Tellusim Engine for cross-platform graphics, compute, and…
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· <tool><gpu><open><repository><source><useful><want><windows> - Graphics Programming Conference 2025 - slides released
Graphics Programming Conference 2025 - slides released points to the official GPC 2025 archive of talk materials from the conference held in Breda, Netherlands.
The archive…
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· <optimization><all><across><beyond><gpu><linked><listing><open> - CUDA Tile IR
CUDA Tile IR is an NVIDIA open-source GitHub repository for an MLIR-based intermediate representation and compiler stack aimed at tile-based CUDA kernel optimization on NVIDIA…
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· <optimization><aimed><gpu><memory><open><readme><release><repository> - Optimizing mannequin
Optimizing mannequin is a December 2025 post on the peterstrahle.dev blog about performance work for the Quest VR title Mannequin, with lessons carried from Vampire: The…
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· <optimization><console><detail><gpu><memory><notes><practical><title> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <tool><aimed><open><practical><source><usage><useful><want> - Variable-Rate Texture Compression: Real-Time Rendering with JPEG
Variable-Rate Texture Compression: Real-Time Rendering with JPEG presents companion OpenGL and CUDA source for a Computer Graphics Forum paper by Elias Kristmann, Michael Wimmer,…
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· <optimization><detail><notes><programmers><readme><repository><source><useful> - Ten Years of D3D12
Ten Years of D3D12 is a September 2025 long-form blog post by Matt Pettineo (MJP) reflecting on a decade of Direct3D 12 API and HLSL changes since the Windows 10 launch.
It…
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· <optimization><author><beyond><gpu><programmers><useful><windows><work> - Graphics Programming Conference
Graphics Programming Conference is the tickets and schedule site for a European conference on real-time and interactive graphics programming concepts and techniques, hosted in…
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· <across><hosted><material><notes><primary><programmers><useful><want> - Stop Shipping PNGs In Your Games
Stop Shipping PNGs In Your Games is a September 4, 2025 blog post by Mason Remaley arguing that PNG is a poor runtime texture container for games even though it works well for…
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· <optimization><author><gpu><notes><open><programmers><source><tool> - Introducing the MIP Explorer
Introducing the MIP Explorer is a technical blog post by Hauke Thiessen, second in a German Dev Days 2025 series on shrinking game textures, that presents an open Python tool for…
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· <optimization><tool><across><detail><material><open><programmers><release>