Graphics
Unity-Built-in-Shaders
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Graphics | Unity-Built-in-Shaders | |
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22 | 11 | |
620 | 796 | |
- | 3.4% | |
9.9 | 0.0 | |
over 3 years ago | about 2 years ago | |
C# | ShaderLab | |
GNU General Public License v3.0 or later | MIT License |
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Graphics
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How can I make my grass not cast any shadows?
URP: https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader
- Compiling shader variants taking forever. Did I do something wrong?
- Post Process - Uber Shader - What's it do? Can I remove it?
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Are there any resources out there for anyone looking to take a deep dive into Unity's different systems and components? Like a really deep dive?
Graphics (shaders mostly) https://github.com/Unity-Technologies/Graphics
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DaVinci Resolve 18
it already is happening (kinda), they are modularizing their engine, and all the new parts are made open source
biggest part what their graphics stack https://github.com/Unity-Technologies/Graphics (only the scripting part)
competition is growing, unreal is fully open source, and more and more people have been asking for the source, there was even some drama few years ago when unity DMCA'd (if i remember correctly) a reference source code of unity engine (decompiled) on github, then unity made it officially available on their github: https://github.com/Unity-Technologies/UnityCsReference after users complained about it
wich already proved effective and caused them to fix a huge performance issue shortly after: https://github.com/Unity-Technologies/UnityCsReference/pull/...
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I made an Iridescence Shader for Unity URP 2019.4 and 2020.3
https://github.com/Unity-Technologies/Graphics/blob/cfd0466579c654441290c0c1645b1f083c4de886/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl https://github.com/CJT-Jackton/URP-Iridescence-ExampleThis is what i used
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Learning Unity: looking for an extremely detailed and fully broken down tutorial
It also depends on what you want to learn, theres many topics that in a AAA production are made by completely different people - sub topics if you so will: URP and HDRP has public source code for all the shaders, but theres alot of internal Unity Macros that are not well documented: https://github.com/Unity-Technologies/Graphics
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Working on a cel shader supporting multiple lights, and with specular as well as rim highlights
The light intensity falloff is still something I'm working on. The implementation utilizes structs and functions from the Unity URP library, more specifically the RealtimeLights.hlsl file (https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl). Within the light struct there exists variables for both distance attenuation and shadow attenuation, in short this library calculates how much the light intensity should decrease/increase based on distance, and then it's up to the cel shader to properly threshold this value in a correct way.
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Finding Your Home in Game Graphics Programming
Unity render pipeline source is available here: https://github.com/Unity-Technologies/Graphics
All the C# code running in the editor and runtimes is here:
- Is the unlit shader script supported with URP? Do I need to make any change if I use it?
Unity-Built-in-Shaders
- [Help] Celeste Star Block / Minecraft End Portal Parallax Effect
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How can I make my grass not cast any shadows?
built-in: https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Standard.shader
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How to make an inverting UI?
Grab the default UI shader from https://unity3d.com/get-unity/download/archive and modify the color by subtracting it from 1; Something like half4 color = 1 - (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; Once you have your shader created throw it on to a new material and attach it to you ui image.
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Render objects on a different render texture
I would recommend that you learn ShaderLab, it is much more powerful than Shader Graph at the moment. I'm using this repo for reference when making my own shaders: https://github.com/TwoTailsGames/Unity-Built-in-Shaders. I don't know how much it is relevant to HDRP though.
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The Shader Iceberg
Pretty much every Unity shader includes the "UnityCG.cginc" file (https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityCG.cginc) which contains basic infrastructure for writing shaders effectively. This point is referring to using your own, edited, or completely custom one in place of that. If you are seriously considering this, you are probably at the bottom of the iceberg, but that file does contain a few annoyances and straight up bugs.
- How do i edit the standard shader?
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How to modify the standard shader?
I am trying to resolve this by combining the custom shader code and the standard shader. Basically, I just tried copy/pasting the subshader at various parts in the standard shader code. However, wherever I put it it's either the case that the uv unwrapping doesn't work or dynamic tiling doesn't work. I know this is probably the wrong approach, but am new to shaders and hoping someone could point me in the right direction.
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Add a second normal map and a slider to lerp between two normal maps to Standard Shader?
See source at https://github.com/TwoTailsGames/Unity-Built-in-Shaders
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Keep image from getting stretched when using rect transforms scale?
You might have to write a custom shader—well, edit this shader—that unscales the image before putting it on the screen.
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I'm working on a world for star gazing by having an accurate star skybox and need help with toggling sky boxes
afaik you can't animate a skybox's material state so i think your solution would be to manipulate or create a shader that projects a skybox on a mesh, the simplest way to do it is turning the texture onto a cubemap and using the object to world coordinates for the UVs you can also just download the skybox shader from github browsing unity built in shaders and add more textures to switch to. Afaik there aren't any other solutions i know. https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Skybox-Panoramic.shader I hope it helps
What are some alternatives?
URP-Iridescence-Example - 🔮 An example of iridescence shader in URP.
aseprite - Animated sprite editor & pixel art tool (Windows, macOS, Linux)
ShaderGraph - Unity ShaderGraph project
bitmappers-companion - zine/book about bitmap drawing algorithms and math with code examples in Rust
blender-lightprobes - Spherical harmonic light probes for Blender's Cycles render engine
Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`
tinyraycaster - 486 lines of C++: old-school FPS in a weekend
upm-template - A template for making UPM based Unity packages
olive - Free open-source non-linear video editor
tinyrenderer - A brief computer graphics / rendering course
Vrmac - Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.
polyhydra-upm - Creative geometry for Unity