realism-effects
GiLight2D
realism-effects | GiLight2D | |
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2 | 1 | |
1,346 | 124 | |
- | - | |
9.3 | 7.5 | |
3 months ago | 4 months ago | |
Roff | C# | |
MIT License | MIT License |
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realism-effects
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How to reach realism?
Cant really recommend anything unless i can see but i always add ambient occlusion to my scenes. SSR can be cool for some reflections. If theres a bright light source like the sun, god rays and lens flare can do a lot also. This repo can be useful: https://github.com/0beqz/realism-effects
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Real-Time Global Illumination on the web - using SSGI (demo + GitHub in comments)
▶ GitHub: https://github.com/0beqz/realism-effects
GiLight2D
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2D Lighting with raytracing
Built a git repository for anyone interested https://github.com/NullTale/GiLight2D
What are some alternatives?
enhance-shader-lighting - 💡 Better lighting in three.js
Unity-SRP-VXGI - Voxel-based Global Illumination using Unity Scriptable Render Pipeline
threejs-sandbox - Set of experiments and extensions to THREE.js.
TAA_Unity_URP - Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
Ashes - WebGL2.0 3D Engine - Global Illumination - RayTracing
URP-PSX - PSX retro graphics plugin for URP with Shadergraph in Unity
THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
light-game - You control a light that gets larger the faster you move.
three-mesh-bvh - A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes.
LightPLU - Light Intensity converter via PLU(Physical Light Units) for URP
three-gpu-pathtracer - Path tracing renderer and utilities for three.js built on top of three-mesh-bvh.
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.