URP_BlitRenderFeature
URP-PSX
URP_BlitRenderFeature | URP-PSX | |
---|---|---|
7 | 6 | |
547 | 600 | |
- | - | |
3.7 | 0.0 | |
about 1 month ago | about 2 years 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.
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?
What are some alternatives?
TAA_Unity_URP - Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
VertexAnimation - Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
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.
psx_retroshader - Shader that "emulates" the rendering style of ps1
ASCII-Rendering-Shader-in-Unity - Unity Image Effect that replicates retro ASCII rendering seen in games such as Rogue and Dwarf Fortress
com.hauntedpsx.render-pipelines.psx - A scriptable render pipeline for emulating Playstation-1-style graphics on contemporary hardware.
GiLight2D - ⚪ Experimental ✨ 2D Raytracing for Unity Urp
PostProcessingURP - A collection of post processing effects for unity URP