Vulkan-glTF-PBR
Physical based rendering with Vulkan using glTF 2.0 models (by SaschaWillems)
PBR-Shaders
Standard PBR shader written in Unity Cg (by penumbra23)
Vulkan-glTF-PBR | PBR-Shaders | |
---|---|---|
5 | 1 | |
881 | 44 | |
- | - | |
5.3 | 10.0 | |
3 days ago | almost 4 years ago | |
C++ | ShaderLab | |
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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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.
Vulkan-glTF-PBR
Posts with mentions or reviews of Vulkan-glTF-PBR.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-03-23.
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Sascha Willems' glTF PBR demo animations question
The code in Node::update() here https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/base/VulkanglTFModel.cpp seems to tank FPS when multiple nodes share the same skin during animation - if a skin has 100 joints and 30 nodes use the skin - that's 3000 node transformations per frame.
- Issue with fragment shader-based tangent/binormal calculations
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Hi! This is my Vulkan renderer called Croissant. I decided to learn Vulkan and graphics techniques by creating a renderer. Although it is still a work in progress and lacks several features, I hope that sharing my project may be helpful to others who are also learning!
Vulkan physically-Based Rendering by SaschaWillems
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How to design a material system?
Yes, solving the problems inherent with shader graphs is likely not worth your time, take longer than the project itself, and not something that's going to be particularly helpful in professionally developing your skills in graphics. You can of course create a UI to configure the shaders you already have, similar to displaying and configuring this, and that might prove useful to you testing out rendering, but that's basically configuring a bunch of menus, easier to do, and no need for generic shader graph components, display, or compilation of those components.
- are there any Tutorials for CGLTF, or tinyGLTF, i've found none so far.
PBR-Shaders
Posts with mentions or reviews of PBR-Shaders.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-12-11.
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How to design a material system?
maybe this standard pbr shader that I found online could be the one? I see it has uniforms for both a roughness map, and roughness constant, color map, and color constant and so on...
What are some alternatives?
When comparing Vulkan-glTF-PBR and PBR-Shaders you can also consider the following projects:
WickedEngine - 3D engine with modern graphics
QuollEngine - Quoll engine
glTF-Sample-Models - glTF Sample Models
UEViewer - Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).
HybridRenderingEngine - Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2