OpenGraphGUI
URP-PSX
OpenGraphGUI | URP-PSX | |
---|---|---|
2 | 6 | |
27 | 600 | |
- | - | |
4.2 | 0.0 | |
3 months ago | about 2 years ago | |
C# | C# | |
MIT License | MIT License |
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OpenGraphGUI
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OpenGraphGUI - An Open Source custom Shader GUI package I made for use with URP ShaderGraphs! Features single line texture properties, linked fields, labels, and spacing options from within ShaderGraph using simple tags. Contributions appreciated!
The goal of OpenGraphGUI was to provide a freely-available codebase that lets you match your custom Shaders much closer to the look of the builtin ones such as URP Lit. As such, feel free to use it in any project whether it be commercial or personal. Attribution is appreciated but not required. I'm also happy to review pull requests for anyone that wishes to contribute their knowledge to this effort.
URP-PSX
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New Project that I'm working on, It has no name, but i have a planned out story and everything so far for it, I know not everything is close to what the PSX would have but I tried my best, and will be making fixes, and adding more to it. I got some things from others, credits in the comments
There is a great repo of URP shaders for the psx look on github
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Shader trouble?
I don't know if I'm too stupid to understand what a shader is but whatever. I've heard you have to apply as a material to objects. However when I have a shader like this one https://github.com/Kodrin/URP-PSX. Would there be any way to just have it on the whole game? Like a filter basically. I'm new
- How to give my game a retro feel like Signalis
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SekiroPSX : working on a PS1 demake of Sekiro! 2 months of progress...
Okay this is a shader in Unity which replicates the vertex jitter from the PS1. I'm finding it tricky to get the lighting and coloring right, so it will take a lot of experimentation. Link to the shader is here: https://github.com/Kodrin/URP-PSX
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Some animation and pathing tests in my PS1-style game
It's a PSX shader I found. There's actually three that I know of (1, 2, 3), but I only used the first because it seemed simplest to get running. I'll probably mess with the others down the line, too.
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How do I make color and lighting calculations appear low resolution for a GLSL fragment shader? [OpenGL | GLSL]
I searched the web and found the following shader. It's a Unity Shader and I'm not exactly sure what it does intuitively, but maybe this is a good start?
What are some alternatives?
UpmGitExtension - This package extends the UI of Unity Package Manager (UPM) for the packages installed from git repository.
VertexAnimation - Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
TAA_Unity_URP - Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
URP_BlitRenderFeature - Blit Render Feature for Universal RP's Forward Renderer. Set specific source/destination via camera source, ID string or RenderTexture asset. Also options for _InverseView matrix and _CameraNormalsTexture generation.
psx_retroshader - Shader that "emulates" the rendering style of ps1
com.hauntedpsx.render-pipelines.psx - A scriptable render pipeline for emulating Playstation-1-style graphics on contemporary hardware.
ReDeferredLightsFeature_URP - Deferred lights feature for the URP pipeline in the Unity Game Engine
PostProcessingURP - A collection of post processing effects for unity URP
GiLight2D - ⚪ Experimental ✨ 2D Raytracing for Unity Urp
Whirlpool - Whirlpool formation using Shader Graph.
ShaderGraphBaker - Use ShaderGraph as a texture creation tool!