- Benchmarking GPU pipeline stages
The work measures isolated rendering pipeline stages with a custom Unity 6000.2.9 engine loop, custom render pipeline, DX12, and the DXC shader compiler instead of profiling a full production scene.
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· <optimization><shaders><advanced><blog><comparing><gpus><hardware><nvidia> - 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><shaders><advanced><blog><any><explains><free><pipeline> - 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><shaders><blog><explains><free><pipeline><post><shader> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
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· <shaders><blog><access><article><free><long><models><programmers> - A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
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· <blog><access><any><article><free><proceed><programmers><shader> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
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· <code><shaders><advanced><blog><access><any><article><aware> - Blur Renderer Feature Example/Template for URP / Unity 2021.2 (Alexander Ameye)
Custom Render Passes in Unity is Alexander Ameye's July 2021 ameye.dev note on URP ScriptableRendererFeature and ScriptableRenderPass boilerplate, heavily commented where Unity SRP documentation still feels sparse.
The sample applies a two-pass box blur: blit camera color to a temporary buffer, blur vertically then horizontally, with adjustable strength and downsampling.
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· <code><shaders><blog><access><article><basic><free><pipeline> - 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
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· <shaders><blog><article><basic><form><free><intermediate><long> - second post discussing 3D
BorisTheBrave’s 2018 post is the 3D installment of a marching-cubes series on smooth destructible terrain.
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· <blog><access><article><free><inside><post><programmers><two> - 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><blog><access><bench><benchmark><explains><post> - From OpenGL to Vulkan
Short conceptual guide comparing OpenGL habits with Vulkan's explicit model, based on porting a basic engine.
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· <code><blog><basic><comparing><covers><engine><know><programmers> - What happens when a GPU reads memory
Deep technical blog post by Fergus Finn tracing a CUDA global load (LDG) on an RTX 4090 from warp issue through coalescing, L1/TLB, crossbar, L2, and DRAM.
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· <code><optimization><advanced><blog><hardware><know><post><readers> - 2D Grass Rendering with WebGPU Compute Shaders
Technical walkthrough from the Jarl Devs Team of a fully procedural 2D pixel-art grass renderer driven by two WebGPU/WGSL compute passes that regenerate, depth-sort, and shade…
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· <code><shaders><blog><engine><explains><pipeline><procedural><programmers> - GPU view-adaptive crack-free subdivision of Bézier surfaces
AMD GPUOpen article summarizing a Eurographics Symposium on Rendering 2026 paper on view-adaptive, crack-free subdivision of bicubic Bézier patches with GPU work graphs.
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· <code><advanced><blog><amd><article><aware><comparing><explains> - Ray tracing massive amounts of animated geometry using tetrahedral cages
AMD GPUOpen article on tetrahedral-cage animation for ray tracing dense deforming meshes, based on the HPG 2026 award paper by Gruen et al.
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· <code><optimization><advanced><blog><amd><article><explains><ray> - GPU memory management in AnKi
AnKi 3D Engine blog post on how GPU memory management evolved from custom VkDeviceMemory suballocation through GPU-driven rendering and a render-graph to placed/committed…
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· <code><optimization><advanced><blog><amd><engine><gpus><nvidia> - 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.
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· <code><optimization><shaders><blog><advanced><amd><driver><explains> - Introducing AMD DGF SuperCompression
AMD GPUOpen blog introducing DGF SuperCompression (DGFS), a software layer that further compresses Dense Geometry Format blocks for storage while decoding to DGF or conventional…
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· <code><optimization><advanced><blog><amd><engine><explains><ray> - Hands-On With DLSS 5: Our First Look At Nvidia's Next-Gen Photo-Realistic Lighting
Hands-On With DLSS 5: Our First Look At Nvidia's Next-Gen Photo-Realistic Lighting is a Digital Foundry YouTube special from GTC on Nvidia DLSS 5 as an ML lighting pass alongside…
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· <shaders><free><generation><integration><non><noting><nvidia><ray> - 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.
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· <shaders><blog><article><covers><free><pipeline><post><programmers>