- 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><advanced><deck><gpu><paths><pdf><pipeline><programmers> - 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
· <access><draw><free><linked><pipelines><programmers><real><used> - 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
· <access><free><gpu><linked><made><pipelines><programmers><real> - 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
· <access><free><linked><made><modern><pipelines><programmers><real> - 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><access><covers><free><linked><pipelines><programmers> - Blur Renderer Feature Example/Template for URP / Unity 2021.2 (Alexander Ameye)
Custom Render Passes in Unity is Alexander Ameye's July 2021 ameye.dev note on URP ScriptableRendererFeature and ScriptableRenderPass boilerplate, heavily commented where Unity SRP documentation still feels sparse.
The sample applies a two-pass box blur: blit camera color to a temporary buffer, blur vertically then horizontally, with adjustable strength and downsampling.
100% match
· <code><access><free><linked><pipeline><pipelines><programmers><real> - 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
· <concrete><constraints><driven><free><linked><pipeline><production><site> - Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
100% match
· <access><already><free><linked><pipelines><programmers><real><used> - see here for slides
Gilbert Sanders, Principal Artist at Guerrilla Games, gave this GDC 2018 Visual Arts session on vegetation in Horizon Zero Dawn.
100% match
· <talk><conference><deck><linked><pipelines><programmers><real><slides> - 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><talk><aimed><conference><covers><engine><made><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.
100% match
· <code><talk><aimed><complex><draw><engine><environments><pipeline> - After the Tutorial: Where to Continue your Graphics Programming Journey - Mike Shah GPC 2025
Graphics Programming Conference 2025 talk by Mike Shah on what to study after introductory graphics tutorials and books covering APIs such as OpenGL and DirectX.
96% match
· <code><talk><aimed><conference><path><recording><study><want> - Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
Written companion to Claire Blackshaw’s Develop Brighton 2026 talk on shipping commercial VR in Godot and the community PS5/PSVR2 port work.
94% match
· <code><aimed><console><covers><early><engine><shipping><talk> - 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.
90% match
· <code><optimization><advanced><aimed><covers><driven><engine><gpu> - Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs
Extended video talk by Sebastian Aaltonen on why modern graphics APIs and drivers grew so complex and what a cleaner design for current GPUs could look like.
85% match
· <code><advanced><talk><aimed><complex><engine><gpu><modern> - Optimizing GPU-driven particle system to run 4x faster
The burning-object effect already simulates and draws on the GPU with compute shaders, append buffers, indirect dispatch, and indirect instanced rendering; this piece profiles each pass and tighten…
81% match
· <optimization><draw><driven><gpu><linked><path> - The Danger Zone - MJP Blog
Matt Pettineau's long-running graphics blog on D3D12 barriers, GPU-driven rendering, subsurface scattering, MSAA/signal processing, weighted blended OIT, and shader permutation…
71% match
· <optimization><advanced><bindless><console><driven><engine><production>