bitmappers-companion
Graphics
bitmappers-companion | Graphics | |
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4 | 22 | |
39 | 620 | |
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8.6 | 9.9 | |
over 2 years ago | over 3 years ago | |
Rust | C# | |
GNU General Public License v3.0 only | GNU General Public License v3.0 or later |
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bitmappers-companion
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Finding Your Home in Game Graphics Programming
Check out my free open source book "A bitmappers companion" its a reference book about 2d graphics algorithms with code examples in Rust. https://github.com/epilys/bitmappers-companion
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rlr: pixel screen ruler and protractor
I'm glad :) For what it's worth, I came to need this when I wanted to compare the X-height of two fonts for a book I'm writing from the PDF so that I could scale them to be equal; that way mixing different fonts in the same piece of text looks better.
- A Bitmapper's Companion: In progress reference book about introductory raster graphics algorithms I'm writing with code examples in Rust! Open source code (Rust + LaTeX) and the content is Creative Commons. PDF available
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Drawing the Z-order curve - page spread from an open source reference book about bitmap graphics I'm making
And here's the github repository for the book and code
Graphics
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How can I make my grass not cast any shadows?
URP: https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader
- Compiling shader variants taking forever. Did I do something wrong?
- Post Process - Uber Shader - What's it do? Can I remove it?
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Are there any resources out there for anyone looking to take a deep dive into Unity's different systems and components? Like a really deep dive?
Graphics (shaders mostly) https://github.com/Unity-Technologies/Graphics
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DaVinci Resolve 18
it already is happening (kinda), they are modularizing their engine, and all the new parts are made open source
biggest part what their graphics stack https://github.com/Unity-Technologies/Graphics (only the scripting part)
competition is growing, unreal is fully open source, and more and more people have been asking for the source, there was even some drama few years ago when unity DMCA'd (if i remember correctly) a reference source code of unity engine (decompiled) on github, then unity made it officially available on their github: https://github.com/Unity-Technologies/UnityCsReference after users complained about it
wich already proved effective and caused them to fix a huge performance issue shortly after: https://github.com/Unity-Technologies/UnityCsReference/pull/...
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I made an Iridescence Shader for Unity URP 2019.4 and 2020.3
https://github.com/Unity-Technologies/Graphics/blob/cfd0466579c654441290c0c1645b1f083c4de886/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl https://github.com/CJT-Jackton/URP-Iridescence-ExampleThis is what i used
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Learning Unity: looking for an extremely detailed and fully broken down tutorial
It also depends on what you want to learn, theres many topics that in a AAA production are made by completely different people - sub topics if you so will: URP and HDRP has public source code for all the shaders, but theres alot of internal Unity Macros that are not well documented: https://github.com/Unity-Technologies/Graphics
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Working on a cel shader supporting multiple lights, and with specular as well as rim highlights
The light intensity falloff is still something I'm working on. The implementation utilizes structs and functions from the Unity URP library, more specifically the RealtimeLights.hlsl file (https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl). Within the light struct there exists variables for both distance attenuation and shadow attenuation, in short this library calculates how much the light intensity should decrease/increase based on distance, and then it's up to the cel shader to properly threshold this value in a correct way.
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Finding Your Home in Game Graphics Programming
Unity render pipeline source is available here: https://github.com/Unity-Technologies/Graphics
All the C# code running in the editor and runtimes is here:
- Is the unlit shader script supported with URP? Do I need to make any change if I use it?
What are some alternatives?
zine - Zine - a simple and opinionated tool to build your own magazine.
URP-Iridescence-Example - 🔮 An example of iridescence shader in URP.
katex-rs - Rust bindings to KaTeX
aseprite - Animated sprite editor & pixel art tool (Windows, macOS, Linux)
rlr - interactive pixel screen ruler and protractor
ShaderGraph - Unity ShaderGraph project
kitkat - Kit-kat clock utility rewritten in Rust using minifb
blender-lightprobes - Spherical harmonic light probes for Blender's Cycles render engine
tinyraycaster - 486 lines of C++: old-school FPS in a weekend
Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`
book-two - Рассказ о зебре и птице-секретаре