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Psx_retroshader Alternatives
Similar projects and alternatives to psx_retroshader
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com.hauntedpsx.render-pipelines.psx
A scriptable render pipeline for emulating Playstation-1-style graphics on contemporary hardware.
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WorkOS
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
NOTE:
The number of mentions on this list indicates mentions on common posts plus user suggested alternatives.
Hence, a higher number means a better psx_retroshader alternative or higher similarity.
psx_retroshader reviews and mentions
Posts with mentions or reviews of psx_retroshader.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-28.
- 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
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Stats
Basic psx_retroshader repo stats
14
1,102
0.0
about 2 years ago
dsoft20/psx_retroshader is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of psx_retroshader is GLSL.
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