Unity-Built-in-Shaders

Unity Built in Shaders (by TwoTailsGames)

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Unity-Built-in-Shaders reviews and mentions

Posts with mentions or reviews of Unity-Built-in-Shaders. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-02-21.
  • [Help] Celeste Star Block / Minecraft End Portal Parallax Effect
    1 project | /r/shaders | 11 Jun 2023
  • How can I make my grass not cast any shadows?
    2 projects | /r/Unity3D | 21 Feb 2023
    built-in: https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Standard.shader
  • How to make an inverting UI?
    1 project | /r/Unity3D | 22 May 2022
    Grab the default UI shader from https://unity3d.com/get-unity/download/archive and modify the color by subtracting it from 1; Something like half4 color = 1 - (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; Once you have your shader created throw it on to a new material and attach it to you ui image.
  • Render objects on a different render texture
    1 project | /r/Unity3D | 16 May 2022
    I would recommend that you learn ShaderLab, it is much more powerful than Shader Graph at the moment. I'm using this repo for reference when making my own shaders: https://github.com/TwoTailsGames/Unity-Built-in-Shaders. I don't know how much it is relevant to HDRP though.
  • The Shader Iceberg
    1 project | /r/Unity3D | 5 May 2022
    Pretty much every Unity shader includes the "UnityCG.cginc" file (https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityCG.cginc) which contains basic infrastructure for writing shaders effectively. This point is referring to using your own, edited, or completely custom one in place of that. If you are seriously considering this, you are probably at the bottom of the iceberg, but that file does contain a few annoyances and straight up bugs.
  • How do i edit the standard shader?
    1 project | /r/Unity3D | 26 Mar 2022
  • How to modify the standard shader?
    1 project | /r/Unity3D | 8 Jan 2022
    I am trying to resolve this by combining the custom shader code and the standard shader. Basically, I just tried copy/pasting the subshader at various parts in the standard shader code. However, wherever I put it it's either the case that the uv unwrapping doesn't work or dynamic tiling doesn't work. I know this is probably the wrong approach, but am new to shaders and hoping someone could point me in the right direction.
  • Add a second normal map and a slider to lerp between two normal maps to Standard Shader?
    1 project | /r/Unity3D | 30 Dec 2021
    See source at https://github.com/TwoTailsGames/Unity-Built-in-Shaders
  • Keep image from getting stretched when using rect transforms scale?
    1 project | /r/Unity3D | 29 Nov 2021
    You might have to write a custom shader—well, edit this shader—that unscales the image before putting it on the screen.
  • I'm working on a world for star gazing by having an accurate star skybox and need help with toggling sky boxes
    1 project | /r/VRchat | 13 Sep 2021
    afaik you can't animate a skybox's material state so i think your solution would be to manipulate or create a shader that projects a skybox on a mesh, the simplest way to do it is turning the texture onto a cubemap and using the object to world coordinates for the UVs you can also just download the skybox shader from github browsing unity built in shaders and add more textures to switch to. Afaik there aren't any other solutions i know. https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Skybox-Panoramic.shader I hope it helps
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Stats

Basic Unity-Built-in-Shaders repo stats
11
796
0.0
about 2 years ago

TwoTailsGames/Unity-Built-in-Shaders is an open source project licensed under MIT License which is an OSI approved license.

The primary programming language of Unity-Built-in-Shaders is ShaderLab.


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