- 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><blog><choosing><data><gpu><model><paths> - 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.
100% match
· <code><shaders><blog><custom><examples><free><including><later> - Depth (Cyanilux)
Long-form Cyanilux tutorial on Unity depth spaces, Z buffers, Scene Depth sampling, SV_Depth, and world-position reconstruction in URP and HDRP.
100% match
· <code><shaders><blog><about><bit><examples><free><platform> - Fractured Cube Breakdown (Cyanilux)
Step-by-step Cyanilux post on pivot baking: Blender Cell Fracture, UV-stored shard pivots, and URP Shader Graph vertex scale, rotation, and burst from a handle.
100% match
· <shaders><intermediate><blog><compare><data><examples><free><model> - 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><blog><examples><free><gpu><one><post> - Intro to the Shader Pipeline (Cyanilux)
Introductory Cyanilux blog post on Unity meshes, shader stages, render pipelines, materials, C# property setup, batching, and forward versus deferred paths.
100% match
· <code><shaders><blog><data><examples><free><model><paths> - 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><shaders><intermediate><blog><examples><free><post><shader> - Rain Effects Breakdown (Cyanilux)
Rain Effects Breakdown (July 2023) is a Cyanilux walkthrough pairing Shuriken rain with Shader Graph ripples, puddles, and rain-on-surface shaders.
Particles use stretched billboards in a scaled box with URP or Built-in unlit materials; VFX Graph is noted for URP or HDRP.
100% match
· <shaders><intermediate><blog><examples><free><including><shader><small> - Harry Alisavakis
ShaderQuest walks from 3D mesh concepts through ShaderLab, URP and built-in pipeline examples, syntax, colors, and shaping functions, with updating GitHub sample projects.
100% match
· <shaders><intermediate><blog><art><article><free><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
· <code><intermediate><about><bit><covers><engine><game><platform> - MiniDXNN v0.4.0: Interactive neural texture compression on DirectX 12
AMD GPUOpen release notes for MiniDXNN v0.4.0, an open-source DirectX 12 library for on-GPU MLP inference and training using Shader Model 6.10 D3D12 Linear Algebra.
100% match
· <code><shaders><compression><covers><gpu><model><notes><programmers> - Higher GPU occupancy via timeline semaphores (Vulkan)
r/GraphicsProgramming write-up on replacing binary semaphores and heavy fencing with an implicit Vulkan framegraph driven by timeline semaphores keyed to resources.
100% match
· <code><optimization><blog><binary><covers><engine><gpu><programmers> - Cooperative Vectors Introduction
Technical introduction to Cooperative Vectors (long vectors) for neural network inference and training in shaders, written from experience in the Evolve rendering engine.
100% match
· <code><shaders><blog><engine><layouts><long><paths><technical> - AMD GPUOpen
AMD's open developer portal for graphics and compute - FidelityFX, FSR SDK, samples, performance guides, RDNA tuning articles, and research frameworks like Capsaicin.
94% match
· <optimization><bandwidth><compression><formats><platform><radeon><rdna><shaders> - NoGraphicsAPI
C++20 graphics library implementing bindless GPU-pointer and descriptor-heap ideas from the No Graphics API blog and talk.
94% match
· <code><blog><data><examples><gpu><like><shaders><structs> - Stateless particles - rendering without a mesh
The GPU supplies only SV_VertexID and SV_InstanceID, and the vertex shader fabricates positions, UVs, and normals for each quad or triangle strip.
92% match
· <optimization><shaders><intermediate><blog><custom><formats><gpu><model> - Should you normalize RGB values by 255 or 256?
Technical essay comparing 8-bit RGB float conversion via division by 255 versus a 0.5-biased division by 256.
85% match
· <code><intermediate><blog><bit><decode><encode><later><technical> - Rendering into texture - the most important TA skill
It restates vertex and fragment roles and the levers artists actually control beyond hardware rasterization.
81% match
· <shaders><intermediate><blog><custom><examples><snippets><technical><world> - Inigo Quilez - Articles
A large collection of written tutorials on procedural noise, raytracing, SDFs, distance functions, intersectors, voxels, and compression.
71% match
· <shaders><intermediate><compression><reference><sections><snippets><written> - The Book of Shaders
Gentle step-by-step guide to fragment shaders - shaping functions, patterns, image processing, simulation, and raymarching.
69% match
· <shaders><colors><examples><normals><patterns><sections>