- 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><blog><explains><free><one><programmers><shader><snippets> - GPU Instanced Grass Breakdown (Cyanilux)
A Cyanilux URP breakdown on GPU-instanced grass: procedural draw APIs, structured buffers, Shader Graph instancing hooks, and optional indirect draws with compute frustum culling.
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· <intermediate><blog><free><gpu><note><one><post><shader> - Intro to the Shader Pipeline (Cyanilux)
Introductory Cyanilux blog post on Unity meshes, shader stages, render pipelines, materials, C# property setup, batching, and forward versus deferred paths.
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· <code><blog><explains><free><made><post><shader><step> - 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><blog><block><buffer><compute><cpu><dispatch><even> - Edge detection outlines (Alexander Ameye)
Alexander Ameye's December 2024 note shows screen-space edge detection outlines for Unity 6 and Unity 2022.3+ on URP, citing stylized games such as Mars First Logistics and Rollerdrome.
A ScriptableRendererFeature adds a full-screen pass (Execute on 2022, Render Graph on Unity 6) and a Hidden/Edge Detection HLSL shader.
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· <blog><free><made><many><post><programmers><shader><use> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <intermediate><blog><already><even><explains><html><interactive><per> - 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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· <intermediate><blog><already><free><interactive><math><shader><use> - Partial Derivatives (ddx, ddy, fwidth) (Ronja)
Ronja’s tutorial 046 demystifies HLSL partial derivatives: ddx and ddy measure how a value changes across 2×2 pixel quads, and fwidth combines them for screen-space-aware filtering.
Demonstrates greyscale debug views, then builds an anti-aliased step (aaStep) that widens cutoffs by one pixel’s gradient - reducing jaggy fire, toon bands, and procedural edges versus raw step().
Includes a scrolling noise fire shader comparing step, aaStep, and smoothstep.
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· <intermediate><blog><free><gpu><know><programmers><shader><use> - Introducing WebGPU-Bench: A WebGPU Microbenchmark
Blog post introducing webgpu-bench, a WebGPU micro-benchmark suite used by Web3D Survey to measure arithmetic, memory access, operation costs, and compute strategies.
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· <code><optimization><intermediate><blog><compute><costs><explains><post> - 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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· <intermediate><blog><free><html><know><one><post><programmers> - 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><blog><compute><free><gpu><html><packing><post> - 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><blog><already><free><html><intermediate><know> - 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><blog><barriers><buffer><costs><free><gpu> - 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…
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· <code><blog><barriers><command><cpu><free><gpu><long> - 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><intermediate><blog><double><free><long><post> - VK_EXT_present_timing: the Journey to State-of-the-Art Frame Pacing in Vulkan
This is a Khronos blog post by NVIDIA driver engineer Lionel Duc on VK_EXT_present_timing and bringing time-based frame pacing to Vulkan swapchains.
It covers limits of opaque…
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· <code><optimization><blog><audio><cpu><free><intermediate><post> - 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><blog><buffer><free><long><note><post><programmers> - Coding Adventure: Simulating Smoke
This YouTube Coding Adventure video by Sebastian Lague builds a grid-based smoke simulation from first principles as one episode in the Coding Adventures series.
It covers…
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· <code><intermediate><already><free><interactive><math><one><programmers> - 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…
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· <code><intermediate><blog><compute><free><gpu><html><huge> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <code><optimization><intermediate><blog><already><buffer><compute><free>