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)
ASCII_RenderFeature
By nudelsuppesCrown
URP_BlitRenderFeature | ASCII_RenderFeature | |
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7 | 1 | |
547 | 0 | |
- | - | |
3.7 | 4.9 | |
about 1 month ago | 11 months 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.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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_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.
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Help Converting ImageEffect to RenderFeature
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!
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URP RenderFeature how to blit with a transparent material?
Custom Render Feature -> Executes Blit (from this github) using the shadergraph material as input
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Screen Effects affecting reflection probes
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.
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Double camera in URP
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.
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I want to read the screen every frame and set all the green pixels to black. How would i do this?
Use Universal render pipeline, add this file to your project Blit.cs
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Experimenting with the death sequence, trying to keep it fun yet quick, what do you think?
Once done with that, I use this Blit render feature for URP CLICK ME
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Palette swapping shader vs unprocessed level art
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.
ASCII_RenderFeature
Posts with mentions or reviews of ASCII_RenderFeature.
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
(here's a repository, but at this point its really just those two repositories mixed together: https://github.com/nudelsuppesCrown/ASCII_renderFeature )
What are some alternatives?
When comparing URP_BlitRenderFeature and ASCII_RenderFeature you can also consider the following projects:
URP-PSX - PSX retro graphics plugin for URP with Shadergraph in Unity
ASCII-Rendering-Shader-in-Unity - Unity Image Effect that replicates retro ASCII rendering seen in games such as Rogue and Dwarf Fortress
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
AssetStudio - AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.
GiLight2D - ⚪ Experimental ✨ 2D Raytracing for Unity Urp
URP_BlitRenderFeature vs URP-PSX
ASCII_RenderFeature vs ASCII-Rendering-Shader-in-Unity
URP_BlitRenderFeature vs TAA_Unity_URP
URP_BlitRenderFeature vs ReDeferredLightsFeature_URP
URP_BlitRenderFeature vs AssetStudio
URP_BlitRenderFeature vs ASCII-Rendering-Shader-in-Unity
URP_BlitRenderFeature vs GiLight2D