- Optimizing UE5: Advanced Rendering, Graphics Performance, and Memory Management (Unreal Fest 2024)
Unreal Fest 2024 session on UE5 advanced rendering, graphics performance, and memory management.
100% match
· <optimization><shaders><talk><artists><gpu><limits><overdraw><programmers> - This will rewire how you think about rendering optimization
This Procedural Pixels article by Jan Mróz presents a teaching mental model of the GPU rasterization pipeline for everyday optimization.
100% match
· <optimization><shaders><artists><gpu><programmers><slides><technical><useful> - Book (w/ Turnable Pages) Breakdown (Cyanilux)
Cyanilux breakdown of a URP spellbook with vertex-shader page turns, flipbook page textures, dual Lit Graphs, pooling C# driver, and optional Blender setup notes.
100% match
· <shaders><intermediate><also><effect><free><graphs><material><need> - Fire/Flame Shader Breakdown (Cyanilux)
Shader Graph breakdown of billboard fire on a quad: scrolling noise warps UVs for a flame texture or procedurally generated ellipse shapes, with per-instance randomization.
100% match
· <shaders><intermediate><effect><free><graphs><many><overdraw><shader> - 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
· <shaders><intermediate><also><effect><free><gpu><graphs><instance> - 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
· <shaders><intermediate><effect><free><graphs><material><one><scene> - Writing Shader Code in Universal RP (v2) (Cyanilux)
Writing Shader Code in Universal RP (v2) is Cyanilux's ShaderLab and HLSL guide for Unity URP (2021, updated 2022).
100% match
· <shaders><debugger><effect><free><graphs><many><material><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.
100% match
· <shaders><also><artists><free><game><gpu><programmers><shader> - The Alters - a technical postmortem - Szymon Kurek || 11 bit studios ||
Game Industry Conference talk by Szymon Kurek of 11 bit studios on the technical postmortem of The Alters.
100% match
· <intermediate><talk><bit><conference><covers><engine><game><industry> - 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.
98% match
· <optimization><tool><talk><artists><cpu><gpu><production><programmers> - How We Draw a 3D Sprite World: The Stylized Art of Never's End
GDC Vault talk by Ryan Juckett (Hypersect) on rendering Never's End as a hand-drawn 2D pixel-art look from fully 3D assets.
98% match
· <shaders><intermediate><talk><artists><dynamic><engine><materials><programmers> - Substrate Light Reflectance - Unreal Substrate - Episode 2
Ben Cloward video explaining light reflectance inputs in Unreal Engine's Substrate material system.
96% match
· <shaders><intermediate><artists><covers><engine><material><system><technical> - Procedural Pixels Blog
Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies.
90% match
· <optimization><shaders><intermediate><author><concrete><culling><engine><graphs> - Unreal 5.8 - Surface stable Fractal Dithering (FULL TUTORIAL)
Full Unreal Engine 5.8 tutorial recreating Rune Skovbo Johansen's (Runevision) surface-stable fractal dithering with surface and post-process materials.
85% match
· <shaders><intermediate><talk><artists><engine><material><materials><technical> - Most Optimization Advice Misses the REAL Problem
SimonDev talk on locating where frame time is spent before applying generic optimization advice.
81% match
· <optimization><intermediate><talk><budgeting><cpu><culling><gpu><materials> - I made this shader run 5x faster
The original shader layers animated cellular (Voronoi) noise with distorted UVs and procedural value noise, with no texture assets.
75% match
· <optimization><shaders><bit><complexity><distance><effect> - How The Bloom Effect Actually Works
Explainer on physically motivated bloom via aperture diffraction, Airy patterns, LTI systems, and image-space convolution.
71% match
· <shaders><intermediate><effect><patterns><points><systems><via> - I Built Raytraced Audio for Godot
YouTube walkthrough of Visidium, a ray-traced audio add-on for Godot available as a C# plugin and GDExtension.
67% match
· <tool><intermediate><bounds><covers><materials><use><youtube> - Borderline Racing - Optimisation (breakdown)
Case study optimizing a large Unreal scene with 2,500+ actors: Nanite versus manual LODs, shared master materials, batch utilities, and Insights tuning.
65% match
· <optimization><shaders><intermediate><master><materials><scene> - Technical Artist's Guide to Profiling in Unreal Engine (Unreal Fest Orlando 2025)
Unreal Fest Orlando 2025 session on practical Unreal Engine profiling workflow for technical artists.
62% match
· <optimization><tool><intermediate><talk><artists><patterns><technical><youtube>