TrueTrace-Unity-Pathtracer
GPU-Planetary-Rendering
TrueTrace-Unity-Pathtracer | GPU-Planetary-Rendering | |
---|---|---|
1 | 1 | |
536 | 179 | |
- | - | |
7.3 | 10.0 | |
30 days ago | over 2 years ago | |
C# | C# | |
MIT License | Apache License 2.0 |
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TrueTrace-Unity-Pathtracer
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Update on my little Compute Shader Pathtracer Project - Some EyeCandy and major improvements, links in comments
Github for everything: https://github.com/Pjbomb2/TruTrace-Pathtracer
GPU-Planetary-Rendering
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How to solve repeating textures?
The way I solved it was by implementing a custom surface shader that used perlin noise to determine the frequency at which a texture would be applied to the terrain surface. This also depended on how the terrain propogated. I forget the exact details as this was a small project from a while ago. But I was untimately able to mitigate any sort tileing/repeteing effect while only using a 64px texture. A very similar method to mine is used in this Github repo and might be worth taking a look at https://github.com/simeonradivoev/GPU-Planetary-Rendering
What are some alternatives?
TAA_Unity_URP - Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
TexturePanner - This repository hosts a shader for Unity3D whose main goal is to facilitate the creation of neon-like signs, conveyor belts and basically whatever based on scrolling textures
core - It is an open source voxel algorithms implementation for Unity Engine
procedural-stochastic-texturing - Modified Shader Graph package implementing Procedural Stochastic Texturing
GPUInstance - Instancing & Animation library for Unity3D
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]
Marching-Cubes - Marching cubes in Unity
Pcx - Point cloud importer & renderer for Unity
hextile-demo - demonstrates hex-tiling