sprite-glow VS Anime-Speed-Lines

Compare sprite-glow vs Anime-Speed-Lines and see what are their differences.

sprite-glow

Sprite glow effect for Unity via HDR outline and bloom post-processing (by elringus)

Anime-Speed-Lines

Post-processing effect to procedurally generate a anime/manga-style vignette of lines typically used to portray speed or surprise. (by MirzaBeig)
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sprite-glow Anime-Speed-Lines
2 1
2,176 232
- -
4.0 2.6
4 months ago 11 months ago
ShaderLab ShaderLab
MIT License The Unlicense
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

sprite-glow

Posts with mentions or reviews of sprite-glow. We have used some of these posts to build our list of alternatives and similar projects.

Anime-Speed-Lines

Posts with mentions or reviews of Anime-Speed-Lines. We have used some of these posts to build our list of alternatives and similar projects.

What are some alternatives?

When comparing sprite-glow and Anime-Speed-Lines you can also consider the following projects:

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unity-raw-input - Windows Raw Input wrapper for Unity game engine

Language-Translation-with-Fragment-Shaders - EN to JP and JP to EN with transformer models

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Click-Decal-Shader - A simple pulsing circle decal shader for Unity's Universal Render Pipeline version 12.1.6 or later.

reactive-menu-system - Unity3D Event driven menu system using Unity Atoms and Unity UI Extensions menus.

airpeer - A WebRTC based networking plugin for Unity

bullet-impacts - In this tutorial you will learn how to create a basic RigidBody Bullet that on impact, will have a particle system play at the impact location based on the material of the object the bullet collides with.