- 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><buffer><change><compute><could><gpu><linked><many> - 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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· <intermediate><tool><across><frames><linked><notes><shader><source> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
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· <intermediate><apis><helps><linked><many><page><shader><threads> - 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><across><engineers><familiarity><linked><shader><shaders><work> - 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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· <intermediate><apis><fixes><linked><major><page><shader><shaders> - 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><buffer><linked><older><open><shader><source><useful> - EricHu33 GitHub - UnityGrassRenderingIndirectExample
EricHu33’s UnityGrassIndirectRenderingExample demonstrates indirect instanced grass drawing with compute or GPU buffers for dense fields at lower CPU cost.
Focuses on DrawMeshIn
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· <code><buffer><compute><linked><open><shader><source><useful> - phi-lira Gist - URP PBR Template
Paste starting point for programmers who need PBR compliance without Shader Graph overhead or black-box generated code.
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· <intermediate><linked><new><open><page><shader><shaders><source> - 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><amd><d3d12><gpu><new><notes><open><release> - 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.
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· <code><tool><amd><debugging><fixes><gpu><open><page> - demote_tracker is a commandline utility to visualize demoted graphics card memory
demote_tracker is a commandline utility to visualize demoted graphics card memory is an open-source tool hosted on GitHub.
Tiny Win32 console utility that tracks GPU memory…
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· <tool><across><audience><gpu><linked><memory><notes><open> - 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><baldurk><amd><binaries><caveat><change><cover> - 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><compute><familiarity><gpu><helps><multi> - 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><intermediate><apis><buffer><capture><compute><debugging><gpu> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
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· <code><compute><helps><intermediate><notes><page><shader><shaders> - Triple Buffering in Rendering APIs
Triple Buffering in Rendering APIs is a September 2025 practical guide on 4rknova.com explaining how a third swapchain image changes smoothness and throughput versus double…
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· <code><intermediate><apis><buffer><frames><memory><useful><work> - BLAS Sharing for ray tracing cluster-based continuous level of detail
BLAS Sharing for ray tracing cluster-based continuous level of detail is a technical documentation page in NVIDIA nvpro-samples vk_lod_clusters describing how to share…
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· <code><across><engineers><familiarity><many><memory><page><useful> - The performance impact of vertex shader exports
The performance impact of vertex shader exports is a September 2025 Interplay of Light blog post by Kostas Anagnostou measuring how many float4 attributes passed from vertex to…
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· <code><amd><buffer><gpu><helps><many><shader><shaders> - Towards Robust Agentic CUDA Kernel Benchmarking, Verification, and Optimization
Towards Robust Agentic CUDA Kernel Benchmarking, Verification, and Optimization presents a Sakana AI paper introducing robust-kbench and an agentic pipeline that translates…
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· <code><engineers><familiarity><gpu><linked><org><page><text> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <code><tool><intermediate><apis><binaries><capture><debug><frames>