- Game Performance Optimization (Ben Cloward playlist)
YouTube playlist on game optimization for Unity and Unreal: budgets, CPU versus GPU triage, PIX analysis, and draw-call or shader tuning.
100% match
· <general><optimization><video><cloward><artists><developers><episodes><fixes> - Integrated Insights: Automating Performance Capture in Unreal Projects (Unreal Fest Orlando 2025)
Unreal Fest Orlando 2025 session on automating and standardizing performance capture for comparable traces across a project.
100% match
· <optimization><artists><costs><interactive><pipeline><production><profiling><technical> - Cloud Shader Breakdown (Cyanilux)
Cyanilux Shader Graph tutorial for URP that builds animated cloud decks on a subdivided plane with layered world-space noise, vertex displacement, and depth-based fading at intersections.
100% match
· <developers><different><free><game><rate><rather><scene><time> - 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
100% match
· <artists><before><free><game><games><technical><time><unreal> - 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.
100% match
· <beginner><artists><before><developers><different><free><game><games> - 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
100% match
· <general><art><artists><before><free><games><series><shaders> - Alexander Ameye
's blog at ameye.dev (alexanderameye.github.io) is a static Eleventy site documenting Unity graphics engineering experiments.
Sixteen indexed notes explain URP scriptable render passes, Shader Graph stylized water, realtime caustics, cavity and halftone effects, hemisphere sampling, holographic cards, and several outline methods.
100% match
· <art><artists><before><free><games><projects><shaders><technical> - Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF.
One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion.
The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
100% match
· <artists><before><different><free><game><shaders><technical><time> - Substrate Light Reflectance - Unreal Substrate - Episode 2
Ben Cloward video explaining light reflectance inputs in Unreal Engine's Substrate material system.
100% match
· <video><cloward><artists><ben><engine><episode><technical><unreal> - Your game can be faster, because you restarted your PC
After a long work day with many applications open, the author compares profiling sessions with and without a clean restart on a hobby Unity project.
98% match
· <general><optimization><beginner><before><contrasts><developers><game><profiling> - Egor Nikolaev - Production Notes
Technical-art blog with Unity production notes, scene readability breakdowns, OKlab color analysis, and URP diagnostic workflows.
90% match
· <general><free><games><production><scene><shaders><shipping><unity> - Slime Rancher Faces : Behind the Scenes (PolygonCherub, Monomi Park)
Archived Monomi Park forum thread (PolygonCherub) documents Slime Rancher’s expressive character faces - blend shapes, material tricks, and production constraints behind the cute s
90% match
· <general><artists><before><free><technical><time><unreal><unity> - HDRP Docs
Unity package documentation for High Definition Render Pipeline (HDRP) - official manual for lighting, volumes, materials, decals, and advanced features in HDRP projects.
Versio
90% match
· <general><batching><before><free><pipeline><specific><time><unity> - URP Docs
Official Unity Universal Render Pipeline package documentation - renderer features, lighting models, camera stacking, quality settings, and shader upgrade guides.
Versioned docs
90% match
· <general><batching><before><free><pipeline><specific><time><unity> - Graphics Programming Conference
International conference for real-time and interactive graphics programming, held in Breda.
81% match
· <general><games><interactive><production><shaders><shipping><technical> - How I'd Learn Graphics Programming Today
The sheet with Paszkowski, Bogaczyński, and Sikachev filters resources by topic, level, and media.
79% match
· <general><beginner><artists><engine><mindset><shaders><work><unity> - Render Hell 2.0
An illustrated, artist-friendly deep dive into the GPU raster pipeline - draw calls, batching, vertex fetch, rasterization, and bottlenecks.
73% match
· <general><optimization><beginner><batching><pipeline><shaders><videos><unity> - Procedural Pixels Blog
Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies.
71% match
· <general><optimization><culling><engine><profiling><unity> - Most Optimization Advice Misses the REAL Problem
SimonDev talk on locating where frame time is spent before applying generic optimization advice.
71% match
· <general><optimization><budgeting><costs><culling><profiling><youtube> - Interactive Computer Graphics (YouTube Lecture Series)
Full university course lectures on interactive/real-time rendering - OpenGL, GLSL, textures, shadows, geometry/tessellation/compute shaders, and GPU ray tracing.
69% match
· <general><beginner><video><interactive><lighting><pipeline><projects><youtube>