An Updated Sponza glTF
- Auto-discovered
Ignacio Castaño
Visit resource ↗Description
An Updated Sponza glTF is a February 2026 blog post by Ignacio Castaño republishing a cleaned Sponza glTF with uncompressed PNG textures and comparing AVIF plus runtime GPU compression to KTX packs.
He covers gaps in public Sponza variants, a cleaned model repo, and the gltf-tex CLI for AVIF encode, dedup, and size reporting with linear color-space control. Tables compare disk and VRAM sizes for PNG, AVIF, ETC1S, and UASTC, plus browser load timings and visuals versus ETC1S artifacts.
It is for intermediate WebGPU and glTF pipeline engineers evaluating texture delivery formats.
Content is a free article with companion open-source model and tooling repos and a clustered-shading demo fork.
It is useful when choosing between precompressed KTX and AVIF-plus-GPU compression for large PBR demos.
Related resources
- BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020. Devlogs walk through shipped shaders: shell grass ben
100% match · <intermediate><blog><article><content><control><demos><free><pipeline> - 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…
100% match · <intermediate><blog><article><choosing><large><packs><post><shading> - 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><blog><article><between><color><covers><free><gpu> - 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.
100% match · <intermediate><browser><color><companion><free><load><png><source> - 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.
100% match · <intermediate><blog><article><compare><content><engineers><free><linear> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
100% match · <intermediate><blog><article><color><control><free><pipeline><plus> - Anthelmed GitHub - Unity-URP-Blurred-Buffer-Outlines
Anthelmed’s Unity-URP-Blurred-Buffer-Outlines repo demonstrates outline rendering via blurred G-buffer or color buffer passes in Universal RP. Provides shader/renderer feature p
100% match · <intermediate><between><blog><color><free><model><open><size> - 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
100% match · <intermediate><blog><color><free><open><png><source><texture> - Kiln: WebGPU-Native Out-of-Core Volume Rendering for Multi-GB Datasets
DEV Community article introducing Kiln, a WebGPU-native out-of-core volume renderer that streams multi-GB brick pyramids over HTTP with a fixed VRAM page cache and compute…
100% match · <code><blog><article><browser><covers><demos><large><texture> - 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…
100% match · <intermediate><blog><article><compare><demos><free><model><pbr> - 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…
100% match · <code><blog><article><covers><engineers><free><gpu><model> - Early-bird deadline for the Shading Languages Symposium 2026
Early-bird deadline for the Shading Languages Symposium 2026 points to the Khronos Group page for the in-person symposium held 12-13 February 2026 in San Diego, right after…
100% match · <code><intermediate><companion><covers><february><plus><public><shading> - 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…
100% match · <code><blog><article><evaluating><free><intermediate><pbr><post> - OpenUSD Core Spec 1.0 is Here: Now We Need You
OpenUSD Core Spec 1.0 is Here: Now We Need You is an Alliance for OpenUSD blog post by Aaron Luk and Nick Porcino announcing ratification of the OpenUSD Core Specification…
100% match · <code><intermediate><blog><article><engineers><formats><free><model> - Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float
Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float is a December 2025 deep dive by Adam Sawicki on how ID3D12GraphicsCommandList clear-UAV helpers fill…
100% match · <code><blog><article><choosing><covers><formats><free><gpu> - 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.
100% match · <code><intermediate><blog><article><covers><free><large><open> - 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…
100% match · <code><blog><color><covers><free><pipeline><post><shading> - Better sRGB to greyscale conversion
Better sRGB to greyscale conversion is an October 2025 technical blog post on 30fps.net about converting gamma-encoded sRGB to greyscale without misusing Rec.
100% match · <intermediate><blog><article><between><color><covers><encode><free> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits. It…
100% match · <code><tool><intermediate><blog><browser><compare><covers><free> - SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events
SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events is a Slang project blog post by Shannon Woods announcing public recordings and downloads from…
100% match · <code><blog><covers><evaluating><free><packs><post><public>