psx_retroshader
URP-PSX
psx_retroshader | URP-PSX | |
---|---|---|
14 | 6 | |
1,102 | 600 | |
- | - | |
0.0 | 0.0 | |
about 2 years ago | about 2 years ago | |
GLSL | C# | |
MIT License | MIT License |
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psx_retroshader
- I added a Pump Shotgun to my PS1-Style FPS game! What do you think?
- How to give my game a retro feel like Signalis
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Messing around with this very WIP lighting with lower poly meshes and pixel textures to get a PS1-ish look. I'm not quite there yet; got any insights or advice to push it to the next level?
For Unity you can use - https://github.com/dsoft20/psx_retroshader
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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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I'm having an issue with my PSX style shader.
A link to the shader itself
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Finally managed to snuff out every single issue I could find with my PSX shader! (list of features/credits in comments)
psx_retroshader
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PS1 Combine Ordinal
There is a PSX shader made by José Guerreiro in 2015. Not saying that's what this is but the results with it come pretty close. It was used in version 103B of Ultrakill. it can be found here: https://github.com/dsoft20/psx_retroshader
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3D movement + retroshader
// https://github.com/dsoft20/psx_retroshader/blob/master/Assets/Shaders/psx-vertexlit.shader const vec2 base_snap_res = vec2(160.0, 120.0); vec4 get_snapped_pos(vec4 base_pos) { vec4 snapped_pos = base_pos; snapped_pos.xyz = base_pos.xyz / base_pos.w; // convert to normalised device coordinates (NDC) vec2 snap_res = floor(base_snap_res * precision_multiplier); // increase "snappy-ness" snapped_pos.x = floor(snap_res.x * snapped_pos.x) / snap_res.x; // snap the base_pos to the lower-vertex_resolution grid snapped_pos.y = floor(snap_res.y * snapped_pos.y) / snap_res.y; snapped_pos.xyz *= base_pos.w; // convert back to projection-space return snapped_pos; }
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I have some questions relating specifically to Unity shaders and in-game mesh rendering.
However, a big part of the art inspiration for this project is PS1 style graphics. Because of that, I would really like to use this PS1 style shader for Unity.
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Petscop full version development
I don't know if I should add this shader to make the textures look like the ones on PS1 even though petscop clearly doesn't look like this: https://github.com/dsoft20/psx_retroshader
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?
PSXifyBlender2.8 - Give a PS1 appearance for your Blender 2.8+ renders !
VertexAnimation - Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
PSX-Dither-Shader - PSX-style dither shader for Unity
TAA_Unity_URP - Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
UnrealRetroShaders - Retro PS1 Post Processing for Unreal Engine 4.
URP_BlitRenderFeature - Blit Render Feature for Universal RP's Forward Renderer. Set specific source/destination via camera source, ID string or RenderTexture asset. Also options for _InverseView matrix and _CameraNormalsTexture generation.
com.hauntedpsx.render-pipelines.psx - A scriptable render pipeline for emulating Playstation-1-style graphics on contemporary hardware.
ReDeferredLightsFeature_URP - Deferred lights feature for the URP pipeline in the Unity Game Engine
PostProcessingURP - A collection of post processing effects for unity URP
GiLight2D - ⚪ Experimental ✨ 2D Raytracing for Unity Urp
Whirlpool - Whirlpool formation using Shader Graph.