URP-PSX
TAA_Unity_URP
URP-PSX | TAA_Unity_URP | |
---|---|---|
6 | 2 | |
600 | 458 | |
- | - | |
0.0 | 0.0 | |
about 2 years ago | almost 2 years ago | |
C# | C# | |
MIT License | MIT License |
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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?
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
What are some alternatives?
VertexAnimation - Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
URP-LWRP-Shaders - A Collection of Shader For URP(LWRP) 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
ReDeferredLightsFeature_URP - Deferred lights feature for the URP pipeline in the Unity Game Engine
com.hauntedpsx.render-pipelines.psx - A scriptable render pipeline for emulating Playstation-1-style graphics on contemporary hardware.
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
GiLight2D - ⚪ Experimental ✨ 2D Raytracing for Unity Urp
PostProcessingURP - A collection of post processing effects for unity URP
LightPLU - Light Intensity converter via PLU(Physical Light Units) for URP