TAA_Unity_URP
GiLight2D
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TAA_Unity_URP | GiLight2D | |
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2 | 1 | |
458 | 122 | |
- | - | |
0.0 | 7.5 | |
almost 2 years ago | 3 months ago | |
C# | C# | |
MIT License | MIT License |
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TAA_Unity_URP
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How do I smooth out the dither effect?
Which render pipeline are you using? It might not be in URP yet, but you can find implementations on GitHub or the Asset Store. HDRP should definitely have it built in, and for legacy RP you probably need to download the post processing package.
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A slightly broken TAA implementation I found on github
github: https://github.com/sienaiwun/TAA_Unity_URP
GiLight2D
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2D Lighting with raytracing
Built a git repository for anyone interested https://github.com/NullTale/GiLight2D
What are some alternatives?
URP-LWRP-Shaders - A Collection of Shader For URP(LWRP) Render Pipeline
Unity-SRP-VXGI - Voxel-based Global Illumination using Unity Scriptable Render Pipeline
URP-PSX - PSX retro graphics plugin for URP with Shadergraph in Unity
realism-effects - SSGI, Motion Blur, TRAA - Effects to enhance your three.js scene's realism
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.
ReDeferredLightsFeature_URP - Deferred lights feature for the URP pipeline in the Unity Game Engine
light-game - You control a light that gets larger the faster you move.
TrueTrace-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
LightPLU - Light Intensity converter via PLU(Physical Light Units) for URP