ReDeferredLightsFeature_URP
URP-PSX
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ReDeferredLightsFeature_URP | URP-PSX | |
---|---|---|
1 | 6 | |
24 | 600 | |
- | - | |
0.0 | 0.0 | |
almost 3 years ago | about 2 years ago | |
C# | C# | |
- | MIT License |
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ReDeferredLightsFeature_URP
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More than 8 lights in URP?
I honestly haven't used it, so someone may need to set me straight but my understanding is you can have 8 lights affecting a mesh. To work around that you implement tiling. And if you dig around online you may find examples of implementations that may steer you in the right direction.
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?
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.
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
ml-agents - The Unity Machine Learning Agents Toolkit (ML-Agents) is an open-source project that enables games and simulations to serve as environments for training intelligent agents using deep reinforcement learning and imitation learning.
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.
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!