Unity-Technologies / SPIRV-CrossLinks
☆42Updated 2 years ago
Alternatives and similar repositories for SPIRV-Cross
Users that are interested in SPIRV-Cross are comparing it to the libraries listed below
Sorting:
- How to do DXT/BCn texture compression in Unity using compute shaders☆85Updated last year
- A Monte Carlo path tracer implemented on the GPU in Unity, using Signed Distance Fields.☆84Updated last year
- real time ASTC texture compression by computer shader☆107Updated 3 years ago
- Unity component for the implementation of the Eurographics 2021 Poster: Illumination-driven Light Probe Placement.☆110Updated 4 years ago
- A static utility class for Unity which handles generating and loading periodic, cloud-like (perlin-worley) 3D noise textures on the GPU.☆133Updated 6 years ago
- My attempt at implementing Peter Shirley's "Ray Tracing - In One Weekend" book in Unity☆56Updated 3 years ago
- Demo 2D implementation of radiance cascade global illumination in Unity.☆59Updated 11 months ago
- A customized forward+ render pipeline for Unity☆113Updated 5 years ago
- Copy of Morten S. Mikkelsen tangent space code☆49Updated 9 years ago
- Bloom using FFT to accelerate convolution, with Unity URP☆121Updated 2 years ago
- Experiment of global illumination in screen space☆88Updated 7 years ago
- FidelityFX Super Resolution☆37Updated 3 years ago
- ☆44Updated 2 years ago
- ☆60Updated 5 years ago
- Cone-sphere occlusion LUT generator☆81Updated 8 years ago
- A demo of various normal map filtering techniques for reducing specular aliasing☆85Updated 7 years ago
- ☆69Updated 2 years ago
- ☆66Updated 6 years ago
- GPU Driven Pipeline study from GDC 2015 & GDC 2016☆117Updated 6 years ago
- Native plugin for Unity3d that replaces the renderer with a hardware accelerated ray tracer.☆33Updated 2 years ago
- A research-oriented version of the TAA implementation from Unity's post-processing stack☆39Updated 8 years ago
- Checkerboard rendering with Magnum and OpenGL☆43Updated 3 years ago
- Distance Field Ambient Occlusion, implemented in Unity 2021.3, as an extension of SDFr☆107Updated last year
- Research project evaluating Voxelized Shadows for rendering high quality precomputed shadows in real time, with low storage requirements.☆37Updated 8 years ago
- A Unity demo of real-time volumetric clouds using a variety of methods as described in other scholarly material.☆74Updated 4 years ago
- Collection of helpful functions in HLSL☆44Updated 7 years ago
- Rendering on quarter size's 2X MSAA target, and reconstruct frame after rendering.☆13Updated 5 years ago
- ☆131Updated 5 years ago
- xatlas wrapper used by Bakery☆22Updated 3 years ago
- Texel-Shading (experimental!) inside the Universal Render Pipeline.☆52Updated 2 years ago