MMDGenshin VS unity-fbm-clouds

Compare MMDGenshin vs unity-fbm-clouds and see what are their differences.

MMDGenshin

Shader written for MMD to replicate the visual style of Genshin Impact (by Manashiku)

unity-fbm-clouds

FBM Parallax Clouds for Unity build-in render pipeline. (by alexmalyutindev)
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MMDGenshin unity-fbm-clouds
1 1
68 4
- -
6.2 3.2
7 months ago over 2 years ago
HLSL HLSL
- MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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MMDGenshin

Posts with mentions or reviews of MMDGenshin. We have used some of these posts to build our list of alternatives and similar projects.

unity-fbm-clouds

Posts with mentions or reviews of unity-fbm-clouds. We have used some of these posts to build our list of alternatives and similar projects.

What are some alternatives?

When comparing MMDGenshin and unity-fbm-clouds you can also consider the following projects:

ray-mmd - 🎨 The project is designed to create a physically-based rendering at mikumikudance.

ShaderGraph-Parallax-Mapping-Node-with-Channel-Select - A parallax mapping ShaderGraph node for Unity that allows you to select which channel of the input Texture to sample the heightmap from.

CorgiFX - Shader suit for game photography

UnityURPToonLitShaderExample - A very simple toon lit shader example, for you to learn writing custom lit shader in Unity URP

prod80-ReShade-Repository - Effects created for ReShade

URP_GrassGeometryShader - Example of a Grass Geometry Shader for Unity, Universal Render Pipeline. Based on https://github.com/IronWarrior/UnityGrassGeometryShader

bShaders - Video playback Effects/Filters (DirectX .hlsl pixel shaders, mpv .hook)

Eyeball - Unity VFX Shader Graph sample

reshade-vrtoolkit - Modular shader to enhance you HMD clarity & sharpness with minimal performance impact.

TMP3D - A small extension that makes 3D text with Unity's TextMeshPro possible. It uses raymarching and a geometry shader to work around the limitations of TMP at the moment