URP_BlitRenderFeature
GiLight2D
URP_BlitRenderFeature | GiLight2D | |
---|---|---|
7 | 1 | |
547 | 123 | |
- | - | |
3.7 | 7.5 | |
30 days ago | 3 months ago | |
C# | C# | |
MIT License | MIT License |
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URP_BlitRenderFeature
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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.
GiLight2D
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2D Lighting with raytracing
Built a git repository for anyone interested https://github.com/NullTale/GiLight2D
What are some alternatives?
URP-PSX - PSX retro graphics plugin for URP with Shadergraph in Unity
Unity-SRP-VXGI - Voxel-based Global Illumination using Unity Scriptable Render Pipeline
TAA_Unity_URP - Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
realism-effects - SSGI, Motion Blur, TRAA - Effects to enhance your three.js scene's realism
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.
ASCII-Rendering-Shader-in-Unity - Unity Image Effect that replicates retro ASCII rendering seen in games such as Rogue and Dwarf Fortress
light-game - You control a light that gets larger the faster you move.
LightPLU - Light Intensity converter via PLU(Physical Light Units) for URP