URP-PSX VS URP_BlitRenderFeature

Compare URP-PSX vs URP_BlitRenderFeature and see what are their differences.

URP-PSX

PSX retro graphics plugin for URP with Shadergraph in Unity (by Kodrin)

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. (by Cyanilux)
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URP-PSX URP_BlitRenderFeature
6 7
600 542
- -
0.0 3.7
about 2 years ago 15 days 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.
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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.

URP-PSX

Posts with mentions or reviews of URP-PSX. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-05-28.

URP_BlitRenderFeature

Posts with mentions or reviews of URP_BlitRenderFeature. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-06-14.
  • Help Converting ImageEffect to RenderFeature
    3 projects | /r/Unity3D | 14 Jun 2023
    After experimenting (a lot) i tried inserting the shader in this universal blit by cyanilux (https://github.com/Cyanilux/URP_BlitRenderFeature) hoping i would be able to reverse engineer it. But i still couldn't get it to work, i think i am not correctly mapping the effect to whats happening on screen. I'd appreciate any help on this. Just getting the unmodified effect working with cyanilux' blit would be awesome, i'm sure i could handle and dissect it then!
  • URP RenderFeature how to blit with a transparent material?
    1 project | /r/Unity3D | 28 Jan 2023
    Custom Render Feature -> Executes Blit (from this github) using the shadergraph material as input
  • Screen Effects affecting reflection probes
    1 project | /r/Unity3D | 3 Sep 2022
    So I want to make fullscreen effects in my game (for example, a potion might make the screen get covered up partially in crystal effects) and I found this render feature by Cyalinux https://github.com/Cyanilux/URP_BlitRenderFeature. It works well, creating screen effects using a material, but it also seems to affect the reflection probes. When i have a render feature material, realtime reflection probes (I have them baking on awake because my game has procedural environments) stop working. Prebaked ones are fine, but realtime ones don't have any effects. I believe this is because the render feature is affecting the reflection probes camera, but I'm not fully sure. Is there a way to fix this or will I have to stick with using UI for screen effects.
  • Double camera in URP
    1 project | /r/UnityHelp | 19 Aug 2022
    The OnRenderImage & blit approach was really common with the built-in pipeline. The most conceptually similar replacement in URP is to write a renderfeature to handle the blit. If you don't feel like writing the render feature there is this one: https://github.com/Cyanilux/URP_BlitRenderFeature I've only used my own, but I've seen this one referenced multiple times.
  • I want to read the screen every frame and set all the green pixels to black. How would i do this?
    1 project | /r/Unity3D | 17 Dec 2021
    Use Universal render pipeline, add this file to your project Blit.cs
  • Experimenting with the death sequence, trying to keep it fun yet quick, what do you think?
    1 project | /r/Unity3D | 6 Dec 2021
    Once done with that, I use this Blit render feature for URP CLICK ME
  • Palette swapping shader vs unprocessed level art
    1 project | /r/Unity2D | 13 Feb 2021
    How did you implement the full screen shader? Are using custom post processing + URP's 2D Renderer? I'm currently trying to get custom post processing working with URP's 2D Renderer Data with absolutely no luck. URP's Forward Renderer Data works with this Blit Renderer Feature, but using the URP Forward Renderer Data means not having any 2D lighting. I'm using URP's 2D lighting and so have a hard requirement on using the URP 2D Renderer Data.

What are some alternatives?

When comparing URP-PSX and URP_BlitRenderFeature you can also consider the following projects:

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

ReDeferredLightsFeature_URP - Deferred lights feature for the URP pipeline in the Unity Game Engine

psx_retroshader - Shader that "emulates" the rendering style of ps1

AssetStudio - AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.

com.hauntedpsx.render-pipelines.psx - A scriptable render pipeline for emulating Playstation-1-style graphics on contemporary hardware.

ASCII-Rendering-Shader-in-Unity - Unity Image Effect that replicates retro ASCII rendering seen in games such as Rogue and Dwarf Fortress

GiLight2D - ⚪ Experimental ✨ 2D Raytracing for Unity Urp

PostProcessingURP - A collection of post processing effects for unity URP