ShaderGen VS planar-reflections-unity

Compare ShaderGen vs planar-reflections-unity and see what are their differences.

ShaderGen

Proof-of-concept library for generating HLSL, GLSL, and Metal shader code from C#, (by mellinoe)
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ShaderGen planar-reflections-unity
2 2
476 57
- -
0.0 4.4
over 3 years ago about 1 year ago
C# C#
MIT License 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.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

ShaderGen

Posts with mentions or reviews of ShaderGen. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-09-28.

planar-reflections-unity

Posts with mentions or reviews of planar-reflections-unity. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-03.
  • First pass at some water (ripples + reflection + refraction)
    3 projects | /r/godot | 3 Jul 2023
    I promise that not all of my posts in the future will be like, "Yo, just recompile Godot and add this arbitrary functionality to achieve this mildly whelming effect." But due to using an orthographic camera, I believe I can't render a planar reflection using the frustum mode like in this plugin, as I need a sheared box. I had to adapt this custom projection code and this Unity planar reflection probe plugin to Godot 4, and after randomly altering things it suddenly worked.
  • Open-Source Planar Reflections for the Built-in Render Pipeline!
    1 project | /r/Unity3D | 2 Feb 2022
    I created this Planar Reflections Probe in a way that's easy to implement into any project. I created the video to show how I did it. It gets a little technical, but I think it's worth it to those who are looking to learn some advanced stuff. Everything is MIT, so you can take the code, use it and modify it as much as you want as long as you give me credit. You can find the GitHub repository here.

What are some alternatives?

When comparing ShaderGen and planar-reflections-unity you can also consider the following projects:

ComputeSharp - A .NET library to run C# code in parallel on the GPU through DX12, D2D1, and dynamically generated HLSL compute and pixel shaders, with the goal of making GPU computing easy to use for all .NET developers! ๐Ÿš€

3d-game-shaders-for-beginners - ๐ŸŽฎ A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.

Veldrid - A low-level, portable graphics library for .NET.

Realtime-Compute-Shader-Unity-PathTracer - A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others [Moved to: https://github.com/Pjbomb2/TrueTrace-Pathtracer]

ClassicUO - ClassicUO - an open source implementation of the Ultima Online Classic Client.

MonoGame - One framework for creating powerful cross-platform games.

armory - 3D Engine with Blender Integration

katabasis - XNA re-imagined.

GLSL - VSIX Project that provides GLSL language integration.

OpenTK-PathTracer - C# OpenGL Path Tracer, Real-Time GPU accelerated

radium - Radium is a helper library to make GPU computation easier in C#

Gorgon - A modular set of libraries for .Net that are useful for graphics and video game development.