- 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><advanced><blog><examples><free><pass><prior><sample> - 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…
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· <blog><advanced><builds><data><helps><post><prior><ray> - 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.
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· <code><blog><access><examples><free><pass><post><straight> - 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><advanced><blog><access><based><block><build><covers> - Edge detection outlines (Alexander Ameye)
Alexander Ameye's December 2024 note shows screen-space edge detection outlines for Unity 6 and Unity 2022.3+ on URP, citing stylized games such as Mars First Logistics and Rollerdrome.
A ScriptableRendererFeature adds a full-screen pass (Execute on 2022, Render Graph on Unity 6) and a Hidden/Edge Detection HLSL shader.
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· <advanced><blog><access><api><based><free><new><post> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <blog><data><geometry><html><links><meshes><structure><technical> - My take on shaders : Interior Mapping (Harry Alisavakis)
Interior mapping suggests rooms behind flat window quads without extra geometry, a parallax-family facade trick.
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· <blog><access><free><geometry><new><post><technical><time> - 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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· <blog><based><expected><free><geometry><links><pass><post> - Vulkan Hardware Database Quick Filters
Blog post about replacing the Vulkan Hardware Database global pre-filters with in-place quick filters on every view.
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· <code><blog><api><covers><data><format><hardware><post> - Adding Native Gaussian Splatting Support to Three.js
Ben Houston blog post on contributing native Gaussian Splatting to Three.js with WebGPU/TSL, including SPZ v3/v4 loaders, a reusable GPU counting sort, and SH1–SH3 view-dependent…
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· <code><library><advanced><blog><data><integrating><native><post> - 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><based><blas><dense> - AMD DGF: An Open Geometry Compression Standard
AMD GPUOpen overview of Dense Geometry Format (DGF) as an open block-based geometry compression approach for dense ray-traced content.
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· <code><library><blog><acceleration><amd><based><block><compression> - CuRast: Cuda-Based Software Rasterization for Billions of Triangles
CUDA software rasterizer for dense opaque meshes with hundreds of millions to billions of triangles, without precomputed LODs or acceleration structures.
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· <code><library><optimization><advanced><acceleration><app><based><dense> - Metal Lossy Compression Format
Technical reverse-engineering of Apple's undocumented Metal lossy texture compression (A15/M2), which offers roughly 1:2 compression transparent to applications.
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· <code><optimization><advanced><blog><block><compression><format><hardware> - 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.
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· <code><library><blog><amd><compression><gpuopen><hardware><sample> - Neural Texture Compression in Metal 4
Technical write-up of MetalNTC, a Neural Texture Compression implementation for Apple Silicon based on NVIDIA random-access neural material compression.
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· <code><advanced><blog><access><based><compression><covers><decode> - 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).
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· <code><advanced><blog><based><examples><memory><technical><time> - 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.
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· <code><advanced><blog><acceleration><based><covers><driver><metadata> - NoGraphicsAPI
C++20 graphics library implementing bindless GPU-pointer and descriptor-heap ideas from the No Graphics API blog and talk.
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· <code><library><advanced><api><blog><data><examples><memory> - Half-Edge Data Structure. Part 2
Second part of Alex Syniakov’s half-edge series, walking through how OpenMesh’s add_face builds and repairs topology when a new triangle is attached to an existing mesh.
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· <code><advanced><blog><builds><data><new><structure><triangle>