- Procedural Pixels Blog
Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies.
100% match
· <general><optimization><blog><buffers><compute><concrete><culling><engine> - 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.
100% match
· <blog><free><gpu><grass><may><only><post><screenshots> - 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><general><blog><free><may><only><post><screenshots> - Shoreline Shader Breakdown (Cyanilux)
Shoreline Shader Breakdown is a December 2024 Cyanilux post merging earlier shoreline water threads into one stylized coast tutorial for Unity URP Shader Graph.
It compares depth-texture versus UV shoreline meshes, then walks approaching wave lines, synced swash motion, Voronoi on the swash, and wet-sand darkening via low-alpha blending.
100% match
· <blog><behind><free><later><past><screenshots><sections><water> - 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.
100% match
· <code><advanced><blog><article><artists><behind><covers><first> - 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
100% match
· <blog><article><choices><concrete><fog><form><free><grass> - 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
· <general><blog><advanced><article><cover><engine><fog><gdc> - Custom Post Processing in URP / Unity 2021.3 (Febucci)
Federico Bellucci's May 2022 Febucci article covers custom post-processing in Unity URP on Unity 2021.x (URP 12.1.5), when volume-backed custom effects lacked clear docs.
100% match
· <code><blog><article><artists><case><free><may><post> - Deferred Shading (CatlikeCoding)
Rendering 13 on Catlike Coding is Jasper Flick's chapter on Unity deferred shading, part of the Built-in RP Rendering series (Unity 5.5).
100% match
· <general><advanced><blog><article><artists><cover><deferred><free> - Patreon > Team Dogpit (aka Xibanya)
Team Dogpit (Xibanya) publishes “Shaders For People Who Don’t Know How To Shader,” a Patreon-first series that assumes no prior Unity or programming background.
Each lesson introduces one skill - colors, normal maps, rim light, deferred buffers, SDFs, raymarching - then walks through a complete shader.
100% match
· <blog><article><artists><first><free><may><post><programmers> - second post discussing 3D
BorisTheBrave’s 2018 post is the 3D installment of a marching-cubes series on smooth destructible terrain.
100% match
· <general><blog><article><artists><cover><first><free><grid> - Cyanilux GitHub - Shader Graph To PNG
Cyanilux’s ShaderGraphToPNG Unity editor utility captures oversized Shader Graph canvases by screenshotting regions, stitching them, and exporting a single PNG for documentation or
100% match
· <blog><free><open><sample><screenshots><sections><time><without> - How tetrahedral cages significantly reduce BVH memory usage
AMD GPUOpen article on ray-tracing independently animated dense geometry with deformable tetrahedral cages so dense meshes and BVHs stay static and reusable.
100% match
· <code><optimization><advanced><blog><article><deformable><level><plants> - Upgrading pssr on playstation5 pro
SIGGRAPH 2026 Advances slides by Daniel Craig (Sony Interactive Entertainment) on upgrading PlayStation Spectral Super Resolution on PS5 Pro.
100% match
· <code><optimization><advanced><detail><form><gpu><playstation><pro> - 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.
100% match
· <code><optimization><advanced><blog><already><deep><detail><gpu> - 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.
100% match
· <code><advanced><blog><article><buffers><case><free><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><optimization><blog><advanced><cut><first><load><post> - Revealing NVIDIA Closed-Source Driver Command Streams for CPU-GPU Runtime Behavior Insight
Revealing NVIDIA Closed-Source Driver Command Streams for CPU-GPU Runtime Behavior Insight recovers hardware command streams from NVIDIA's closed-source userspace driver by…
100% match
· <code><optimization><advanced><case><gpu><hardware><open><streams> - Foundations of Game Engine Development Vol. 2 - Rendering
Second volume on real-time rendering for engine developers - color science, projections, lighting, shadows, fog, visibility, and advanced topics like volumetrics and ambient…
96% match
· <general><advanced><culling><engine><fog><occlusion><parallax><sections> - Optimizing whole frame - case study
Every pass uses a fixed camera angle, DX12, and Nsight Graphics so frame comparisons stay apples-to-apples.
96% match
· <optimization><blog><case><culling><fog><frame><grass><screenshots>