- Local UVs for Sprites in Sprite Sheet/Atlas (Cyanilux)
Unity shader techniques for per-sprite 0-1 UVs when sprites live in sheets or atlases: C# UV remap with Shader Graph/HLSL, plus URP object-space and renderer-bounds alternatives.
100% match
· <code><intermediate><blog><across><developers><free><only><post> - 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><across><article><developers><engine><helps><post> - 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><add><adding><article><benefits><covers><device> - 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><across><developers><free><include><install><json><party> - 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><across><article><engine><familiarity><free><include> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <intermediate><blog><article><developers><engine><free><post><shared> - Kink3d GitHub - kDecals
Kink3d’s kDecals library implements deferred and forward decal projection systems for Unity with material blending and depth rejection rules.
Provides runtime components and sha
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· <intermediate><add><blog><developers><free><json><open><useful> - Kink3d GitHub - kMirrors
Kink3d’s kMirrors offers planar reflection rendering helpers for Unity - extra cameras, render textures, and shaders to fake mirrors on flat surfaces.
Documents performance cost
100% match
· <intermediate><across><add><blog><developers><free><json><open> - Vulkan Hardware Database Quick Filters
Blog post about replacing the Vulkan Hardware Database global pre-filters with in-place quick filters on every view.
100% match
· <code><tool><intermediate><blog><covers><developers><device><post> - Introducing Triton: DirectX 11 driver for QEMU
UTM blog post by osy introducing Triton, a Windows DirectX 11 user- and kernel-mode driver that, with Neptune, brings D3D11 acceleration to QEMU guests.
100% match
· <code><tool><blog><covers><developers><driver><introducing><post> - LunarG Releases Vulkan SDK 1.4.357.0
LunarG announcement for Vulkan SDK 1.4.357.0 for Linux, macOS, and Windows, matching Vulkan API revision 1.4.357.
100% match
· <code><tool><blog><application><developers><gpu><include><linux> - Post-mortem GPU crash debugging with LLMs
AMD GPUOpen article by Amit Ben-Moshe and Amit Mulay introducing the open-source Radeon GPU Detective (RGD) MCP Server for LLM-assisted post-mortem GPU crash analysis.
100% match
· <code><tool><blog><article><debugging><developers><device><gpu> - Advanced Shader Delivery expands Public Preview with AMD
DirectX Developer Blog post announcing Advanced Shader Delivery (ASD) expanding public preview to Windows 11 PCs with AMD RDNA GPUs, beyond the ROG Xbox Ally handhelds.
100% match
· <code><intermediate><blog><developers><device><driver><post><sdk> - The cuda-oxide Book
The cuda-oxide Book is the online documentation for cuda-oxide, an NVIDIA Labs open-source Rust-to-CUDA compiler project.
Online book for cuda-oxide, a Rust-to-CUDA compiler…
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· <code><intermediate><covers><developers><free><gpu><open><section> - UPDATED! Configuring Vulkan Layers White Paper
UPDATED! Configuring Vulkan Layers White Paper is a March 2026 LunarG post by Christophe Riccio announcing an updated Vulkan SDK reference for layer configuration.
From SDK…
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· <code><intermediate><across><configurator><covers><developers><free><lunarg> - RenderDoc - Version v1.43
GitHub release notes for RenderDoc version v1.43 by baldurk, covering a new custom annotations API plus UI, API, and bugfix updates.
Highlights include rich typed annotations on…
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· <tool><intermediate><application><debugging><helps><include><multi><new> - Introducing Eyot - A programming language where the GPU is just another thread
Introducing Eyot - A programming language where the GPU is just another thread is a March 2026 announcement by Duncan Steele of Cowley Fornia Studios for Eyot, an early-stage…
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· <code><intermediate><blog><developers><device><free><gpu><install> - 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><covers><free><helps><post><useful> - 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><tool><intermediate><blog><covers><developers><device><familiarity> - 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…
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· <code><blog><covers><free><helps><post><prior><section>