Philipp-Seifried / MultipassTranslucency
Proof of concept for a translucency / fake subsurface-scattering shader, using multiple passes with different blend ops to calculate thickness without reading back the depth buffer. (Unity)
☆42Updated 6 years ago
Related projects: ⓘ
- Experimenting with Unity's ScriptableRenderPipeline feature☆29Updated 6 years ago
- A few custom shadow implementation experiments within Unity☆32Updated 6 years ago
- Screen space shadow (Or contact shadow) for Unity. Only for learning purpose.☆43Updated 5 years ago
- Multiple render targets without camera object for Unity.☆21Updated 8 years ago
- Particle system using Curl Noise for Unity.☆31Updated 5 years ago
- ☆33Updated this week
- ☆44Updated this week
- An implementation of Tonal Art Maps☆28Updated 6 years ago
- ☆49Updated 3 years ago
- modular particle system using compute shaders.☆28Updated 5 years ago
- ☆18Updated 8 years ago
- Unity example: drawing something like a pincushion☆35Updated 8 years ago
- Fur rendering in Unity with Shell Texturing☆49Updated 7 years ago
- Lens Flare using Ghost features implemented in Unity.☆28Updated 6 years ago
- Example of how to get a smooth fog effect in Unity 3D☆36Updated 7 years ago
- ☆45Updated this week
- Demonstrating how new Shadowmask feature works in Unity☆28Updated 7 years ago
- Enhanced Texture Previewer for Unity☆74Updated 4 years ago
- various post-processing effects for Unity☆49Updated 5 years ago
- Unity MatCap shader☆37Updated 9 years ago
- Testing a sphere point picking function.☆25Updated 6 years ago
- ☆21Updated 6 years ago
- Using AppendStructuredBuffer / ConsumeStructuredBuffer GPU Particle Sample for Unity☆25Updated 6 years ago
- World space normals texture for Unity's Universal Render Pipeline.☆52Updated 4 years ago
- Shows how to support rendering per-instance motion vectors within Indirect instanced drawing of Unity.☆49Updated 6 years ago
- Simple GPU Occlusion for Lens Flares☆19Updated 4 years ago
- A Unity demo to show how to restore light cookies in SRP/LWRP/UWP framework template.☆32Updated 4 years ago
- ☆76Updated this week
- Using SRP to create a volumetric occlusion mask for objects to use in their render pass☆18Updated 6 years ago
- Shader Examples☆25Updated 5 years ago