Real-Time rendering is the technique which allows us to have graphical applications in our everyday life, whether it is a 3D game or a tool with graphical user interface. Nowadays graphics rendering is handled by the GPU (Graphics Processing Unit) in our device. There are many layers of abstraction above the programming of GPUs through libraries and graphics engines, though the most low-level way of accessing a GPU in user-mode applications is using a Graphics API. Due to the need of high performance and low-level capabilities usually these APIs are used from C or C++, but we realized the need to utilize these APIs in higher level languages as well.In our approach we're using the .NET C# language for developing multi-platform real-time graphical applications instead of the C or C++ languages. Using the modern .NET environment, we're able to use Graphics APIs for rendering onto common .NET UI Frameworks while consuming all our previously implemented C# libraries and .NET technologies in the same application. To maintain compatibility with multiple platforms we're developing a library system allowing the use different Graphics APIs from the same C# source-code. The library system contains a Graphics API abstraction layer with multiple Graphics API implementations of this layer in C# and a C# to shader language compiler for cross-API shader development in C#.In this paper, we're proposing our considerations for implementing a library to be able to use the Vulkan and OpenGL APIs through a single C# codebase. We provide solutions for multi-platform rendering and dealing with the low-level challenges of using the two deeply different APIs, while maintaining performance capable to do real-time rendering.