#rendergraph
just opened up my render graph as systems pr. this is a massive and potentially controversial change to replace bevy's render graph with system schedules! github.com/bevyengine/b...
Replace `RenderGraph` with systems by tychedelia · Pull Request #22144 · bevyengine/bevy
render-graph-as-systems NoteRemember to check hide whitespace in diff view options when reviewing this PR This PR removes the RenderGraph in favor of using systems. Motivation The RenderGraph API ...
github.com
January 16, 2026 at 4:41 AM
Cant believe i dedicated the nightmare of a time it took to properly learn rendergraph just to eventually switch to Godot.
May 4, 2026 at 8:59 PM
Wrote a post about Custom Post Processing in Volumes for URP, working on a RenderGraph version too.

Examples and code and all that attached to the post :)
www.patreon.com/posts/custom...

#gamedev #unity3d
March 7, 2025 at 4:43 PM
Putting this out here so it stops swirling in my noggin:

I'm thinking of setting up some sort of course (in both live and pre-recorded formats) to help devs familiar with coding and some 3D concepts get into technical art, covering stuff from simple shaders to more advanced effects with RenderGraph
April 28, 2026 at 9:12 AM
Just Released: Version 0.15 of the Vulkan hot-reloading Island renderer -- Highlights: GPU accelerated 2D curves, interactive rendergraph visualizer, support for Slang shading language; + a new target platform: Raspberry Pi 5...

github.com/tgfrerer/isl...

#slang #shading #rendering #gpu #vulkan
Release v0.15.1-gpu_2d-rendergraph_visualizer · tgfrerer/island
This release brings a GPU-accelerated 2D rendering context, improved modularity in build scripts, support for Raspberry Pi 5, an interactive rendergraph visualizer, and support for a new shader lan...
github.com
November 6, 2025 at 3:00 PM
wip / space filler --

shows Island's rendergraph visualization, and the GPU accelerated 2D context.

Realtime, 240Hz.

#noai #wip #debugviewart #generative #handmade
September 30, 2026 at 5:04 PM
NEW!

Morphologically-ee Circle Kernel Dilated Silhouette Edge Detection Outlions!

For Thick Sharp And Totally Not Extremely Expensive Outlines on 3D Objects.

Nice! Put a Sticker on it!

#unity #ShaderGraph #RenderGraph #indiedev #gamedesign #gamedev #shaders
December 11, 2025 at 11:25 AM
I'm adding some basic path routing to the Island rendergraph visualizer; This way, it becomes more obvious how resources flow through the graph... (left: with newly added routing | right no routing)

#handmade #vulkan #island
September 25, 2025 at 3:33 PM
I'm adding live-rendergraph reflection to Island: the engine should be able to visualize it's own rendergraph -- all passes and resources that contribute to the final image.

It's coming together nicely ...
September 19, 2025 at 2:11 PM
A colleague shared this awesome URP volumetric fog package that’s Unity 6 RenderGraph compatible: github.com/CristianQiu/...

#indiedev #gamedev #madewithunity #unity3d #vfx #postprocessing
February 14, 2025 at 4:58 PM
separate draw batches
(and image attachment if Bloom{} is used)
for emissive renderables
in cat engine 0.5 "mittens"

let bloom_texture = Texture{}

RenderGraph {
Bloom {
// config
bloom_texture
}
EmissivePass {
// etc
}
}

T { R { bloom_texture } } // debug view
#gamedev
March 30, 2026 at 10:39 AM
Updated simple RenderGraph implementation and documentation.

C++ DirectX12 toy renderer.

github.com/nagakagachi/...
March 9, 2025 at 8:36 AM
unity 6 srp's rendergraph api looks much better than previous srp stuff but seems like a big fuck you to any project currently trying to ship in urp
October 18, 2024 at 5:22 PM
Unity have just released Unity 6.3.

This is a LTS release (AKA, the one you should use if starting a new project) and it's got some great new features, especially for 2D #gamedev!

gamefromscratch.com/unity-6-3-re...
Unity 6.3 Released – GameFromScratch.com
Unity 6.3 LTS has been released and the popular game engine gains several new 2D and 3D features including RenderGraph improvements
gamefromscratch.com
December 4, 2025 at 5:43 PM
Over the holidays I updated my very old #Unity game to URP. RenderGraph with custom Render Passes is so cool.
January 3, 2026 at 5:42 PM
🚀 From chaotic Vulkan allocations to sleek, optimized pipelines. GPU memory management is an art form. Render graphs + VMA = less allocations, stable frames, higher VRAM efficiency.

dev.to/p3ngu1nzz/ad...

#GameDev #Vulkan #GraphicsProgramming #GPU #RenderGraph #VMA #IndieDev #TechArt #devlog #ai
Advanced Vulkan Rendering: Building a Modern Frame Graph and Memory Management System
Author: Cat Game Research Team Date: October 6, 2025 Milestone: M4 Phase 1 - Advanced Rendering...
dev.to
October 6, 2025 at 12:43 PM
i am so close to being done now though. and this project contains everything ive learned, and will let me almost fully automate resource creation (like literally allocate most buffers from reflection data), and make my rendergraph so much more expressive. it's awesome. but it is consuming me.
August 26, 2026 at 11:17 PM
the rendergraph API for Unity SRP is thoughtfully designed, straightforward to use yet also permits super granular control over the injection into the render loop to the power user. it is actually better than BIRP's equivalent systems. fuck me i cant believe im praising URP shit
June 11, 2025 at 3:25 PM
🚧 M4 update: Render config cleanup, VSync fixes, VMA in RenderGraph, descriptor allocator (TDD green), build polish, microsecond logger. Phase 1 locked. Shader pipeline next.

ARTICLE -> dev.to/p3ngu1nzz/in...

#gamedev #indiedev #devlog #cpp #vulkan #ecs #shaderdev #techart #gameengine #soloindie
Inside 3 Weeks of Vulkan Engine Dev: Render Graphs, Descriptors & Deterministic Frame Pacing
Author: Cat Game Research Team Date: October 18, 2025 Milestone: M4 Phase 2+ - Advanced Rendering...
dev.to
October 18, 2025 at 12:56 PM
How to render stable and constant fps to avoid deadlocks and fps lag and stuttering.

paper -> doi.org/10.5281/zeno...
NotebookLM -> youtu.be/oW687uZFEjo

#gamedev #rendergraph #vulkan #math #cpp #games #devlog #research #whitepaper #graphics
Deterministic Frame Stability via DAG Scheduling | V Engine | C.A.T. | Vulkan CPP Render Graph
YouTube video by p3nGu1nZz
youtu.be
April 7, 2026 at 12:05 AM
It's 3:45am and I can't sleep ( because I ate too much chocolate yesterday and I feel like running around, ) so now's as good a time as any to look into Unity's Rendergraph !
October 20, 2025 at 1:48 AM
Spent half of yesterday trying to figure out how to render particles at half-resolution to little success. I know this is a thing that is possible with RenderGraph and whatnot, but I couldn't figure it out. Making matters worse, everything changed in 6.3, so almost all examples are obsolete.
November 23, 2025 at 9:53 PM
Two experimental full-screen outline shaders created with the JFA distance field from my previous post!

#Unity #RenderGraph #ShaderGraph #Shaders #indiedev #games #creativecoding
December 17, 2025 at 8:38 AM
Made the horrible decision of upgrading the project to #Unity6. Most things work but Outlines library needs to be upgraded to RenderGraph API.

I got... something working? I don't think it's right
#gamedev
October 24, 2024 at 10:46 PM
no easy conversion tool that i can see, just a "lol this api is deprecated and will be removed make sure you port it to rendergraph"
October 18, 2024 at 5:32 PM