URP-PSX
com.hauntedpsx.render-pipelines.psx
URP-PSX | com.hauntedpsx.render-pipelines.psx | |
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6 | 15 | |
600 | 360 | |
- | - | |
0.0 | 5.2 | |
about 2 years ago | about 2 months 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?
com.hauntedpsx.render-pipelines.psx
- How to give my game a retro feel like Signalis
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Playing around with infinite, procedurally generated cities
Visually? Keep in mind the PS1's graphical restrictions. While I rolled my own, there are various solutions for achieving the look in whatever engine you're using (HPSXRP is a great one for Unity. Unreal and Godot also have some good ones out there). Study PS1-era models/textures and practice (Obviously, this sub is a great resource).
- Teaser for a project
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How can i Achieve this type of looks for my game?
If you want to know how to emulate PSX effects, use the render pipeline here: https://github.com/pastasfuture/com.hauntedpsx.render-pipelines.psx or check out this asset here: https://assetstore.unity.com/packages/vfx/shaders/psxeffects-132368 (if you are not using URP or HDRP)
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How to get started with Dithering?
I personally use HPSXRP which is free from Github here: https://github.com/pastasfuture/com.hauntedpsx.render-pipelines.psx This is an entire render pipeline intended to emulate PS1 graphics, but its highly customizable so you can pick and choose what parts you’d like (for example I prefer not to use affine warping nor do I use the CRT overlay).
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Is HPSXRP still active?
A render pipeline for creating PSX-style games in Unity.
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I'm making a game inspired by Metal Gear Solid 1. More than just the gameplay and art style, I'm going for the whole feel of the original MGS trilogy, including a conspiracy-fueled story. I wanted to make an original adventure game for those yearning for another game in the style of MGS1-3
Thanks! I'm making it in Unity. I started working on this game a long time ago so I'm just using an old postprocess shader called Flashback '94 (https://github.com/BurningNorth/Flashback94). There are now many more shaders out there with many more effects that people can use to evoke the retro PS1 look. The haunted PS1 render pipeline (HPSXRP) (https://github.com/pastasfuture/com.hauntedpsx.render-pipelines.psx) is commonly used by people making horror games with a PS1 style. I would have probably tried it out myself except I'm making the game on an older version of Unity and it would have required reworking all of the game's rendering and lighting.
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Worked on some level design for my PSX horror game that takes place in a parking garage
https://github.com/pastasfuture/com.hauntedpsx.render-pipelines.psx in case you're wondering.
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Got around to working on the map for my PSX horror game that takes place in a parking garage
Unity. Currently using the HPSXRP pipeline. It handles all of the PSX shader stuff. Here’s a link if you’re interested https://github.com/pastasfuture/com.hauntedpsx.render-pipelines.psx
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More footage from my PS1 themed sci-fi game. Cause everyone needs a restroom.
Yes, I'm using mixed lights in Unity. For the light textures themselves i just use an unlit texture material and then i place appropriate colored mixed lights to light the scene. I actually use the lighting system provided with the PS1 shader i'm using. It has per vertex and per pixel lighting. For this i'm using the HPSXRP shader. You can find it on github : https://github.com/pastasfuture/com.hauntedpsx.render-pipelines.psx/releases
What are some alternatives?
VertexAnimation - Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
psx_retroshader - Shader that "emulates" the rendering style of ps1
TAA_Unity_URP - Temporal Anti-Aliasing(TAA) for Unity’s Universal 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.
ReDeferredLightsFeature_URP - Deferred lights feature for the URP pipeline in the Unity Game Engine
PostProcessingURP - A collection of post processing effects for unity URP
GiLight2D - ⚪ Experimental ✨ 2D Raytracing for Unity Urp
Whirlpool - Whirlpool formation using Shader Graph.
ShaderGraphBaker - Use ShaderGraph as a texture creation tool!