- 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><bandwidth><basic><before><compute><covers><examples><free> - 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
· <basic><familiarity><free><interface><multiply><show><vector><want> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
100% match
· <basic><before><free><hardware><sections><targets><want><write> - 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
· <before><examples><free><model><performance><repository><want><work> - ColinLeung-NiloCat GitHub - URP Surface Shader Solution
UnityURP-SurfaceShaderSolution bridges legacy Surface Shader workflows toward URP-compatible shader structures - templates and explains how to recreate familiar BiRP conveniences.
100% match
· <before><concrete><examples><free><repository><want><work><write> - Unity GitHub - URP Rendering Examples
UniversalRenderingExamples aggregates URP feature demos - outlines, decals, lights, and post effects - with staged “completed” scenes for learning renderer features incrementally.
100% match
· <before><examples><folder><free><later><repository><specific><want> - On Rendering the Sky, Sunsets, and Planets
On Rendering the Sky, Sunsets, and Planets is a technical blog article by Maxime Heckel.
Maxime Heckel write-up on implementing atmospheric scattering in the browser for…
100% match
· <covers><examples><free><meant><read><want><work><write> - Triangle Tessellation with Clamped Parallelograms
Triangle Tessellation with Clamped Parallelograms is a technical blog article by John Hable.
John Hable derives a compute-friendly triangle tessellation algorithm using clamped…
100% match
· <code><compute><covers><free><hardware><meant><movement><read> - 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…
100% match
· <code><basic><concrete><covers><free><mental><model><vector> - 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><basic><before><compute><covers><deciding><familiarity><free> - But what is a Laplace Transform?
But what is a Laplace Transform? is a 3Blue1Brown YouTube lesson that builds visual intuition for the Laplace transform as a tool that exposes exponential pieces inside functions…
100% match
· <basic><covers><free><intuition><lesson><multiply><vector><want> - 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,…
100% match
· <code><optimization><before><beginners><compute><covers><free><gpu> - 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…
100% match
· <code><optimization><basic><covers><free><limits><memory><model> - 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…
100% match
· <code><optimization><documentation><familiarity><free><markdown><memory><repository> - 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…
100% match
· <code><optimization><bottlenecks><free><gpu><hardware><optimizing><performance> - ONNX and DirectML execution provider guide - part 1
This AMD GPUOpen technical article by Hui Zhang is part 1 of a guide to using the ONNX Runtime DirectML execution provider with a native DirectX 12 pipeline.
100% match
· <code><optimization><compute><concrete><covers><familiarity><free><gpu> - Introducing MiniDXNN: MLP library for DirectX 12
AMD GPUOpen announcement of MiniDXNN, an MLP inference library built natively for HLSL and DirectX 12 using cooperative vector APIs on Radeon matrix cores.
94% match
· <code><cores><hardware><kernels><library><matrix><targets><vector> - Introducing CUDA Rust: Two Tracks for Writing GPU Kernels
NVIDIA Technical Blog introducing CUDA Rust via cuda-oxide (SIMT kernels compiled to PTX) and cutile-rs (tile-based kernels on stable Rust).
90% match
· <code><examples><gpu><kernels><memory><show><vector><python> - Advanced Vulkan Compute: The Power of Parallelism
Introduction to the Khronos Advanced Vulkan Compute tutorial series for developers past basic compute shaders.
90% match
· <code><optimization><documentation><basic><compute><familiarity><gpu><memory> - ARM Streamline Performance Analyzer
Arm's mobile GPU/CPU profiler for Android and embedded targets.
69% match
· <optimization><bandwidth><bound><counters><gpu><targets>