polyhydra-upm
Graphics
polyhydra-upm | Graphics | |
---|---|---|
3 | 22 | |
28 | 620 | |
- | - | |
0.0 | 9.9 | |
about 2 years ago | over 3 years ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 or later |
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.
polyhydra-upm
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Ask HN: What is your “I don't care if this succeeds” project?
https://github.com/IxxyXR/polyhydra-upm
It's a library and design system for creating and exploring geometric forms in surprising ways.
I'm yet to figure out who it's really for and how it should be presented (A polished app? A design tool? A web app? Something purely generative without much interaction) but I find the results endlessly fascinating and creatively stimulating so I keep plugging away at it
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I machined this item I call a Quantum Cubit.
I've been working on a library for exploring geometric forms: https://github.com/IxxyXR/polyhydra-upm
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How to add scenes in a package
Works really well and I think it's the best way to maintain package plus examples. I use it here: https://github.com/IxxyXR/polyhydra-upm
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?
ClassicUO - ClassicUO - an open source implementation of the Ultima Online Classic Client.
URP-Iridescence-Example - 🔮 An example of iridescence shader in URP.
mtronpp - 32bit Minskytron in cpp
aseprite - Animated sprite editor & pixel art tool (Windows, macOS, Linux)
hin9 - mirror from gitlab
ShaderGraph - Unity ShaderGraph project
civarium - isometric software vivarium that simulates a mini civilization
bitmappers-companion - zine/book about bitmap drawing algorithms and math with code examples in Rust
fruit-economy
blender-lightprobes - Spherical harmonic light probes for Blender's Cycles render engine
elastic-cli - The Missing Elasticsearch CLI
Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`