Xerxes1138 / Iridescence
☆37Updated 3 years ago
Alternatives and similar repositories for Iridescence:
Users that are interested in Iridescence are comparing it to the libraries listed below
- A clean room implementation of Structured Volume Sampling by Bowles and Zimmermann in Unity☆32Updated 8 years ago
- An attempt at rendering the "Dabrovic Sponza" scene with Unity.☆63Updated 4 years ago
- SnowDeformation☆17Updated 8 years ago
- Simple Screen Space Reflection Implementation.☆45Updated 9 years ago
- Texel-Shading (experimental!) inside the Universal Render Pipeline.☆52Updated 2 years ago
- A static utility class for Unity which handles generating and loading periodic, cloud-like (perlin-worley) 3D noise textures on the GPU.☆130Updated 6 years ago
- ☆151Updated 7 years ago
- Simple DXR powered PathTracer in Unity☆54Updated 5 years ago
- ☆60Updated 5 years ago
- Atmoshperic scatter in Unity☆74Updated 3 years ago
- An attempt at using compute shaders.☆65Updated 9 years ago
- A signed distance function generator running inside Unity☆137Updated 6 years ago
- Real-Time Shading with Polyhedral Lights using Silhouette Detection☆35Updated 3 years ago
- How to do DXT/BCn texture compression in Unity using compute shaders☆82Updated last year
- test code for Unity built-in shader internalskinning.compute☆47Updated 6 years ago
- Highly Experimental, General-Purpose Shuriken particle shaders for Unity3D☆37Updated 3 years ago
- Temporal reprojection example for Unity☆116Updated 6 years ago
- Test project for the "specular occlusion from bent normal" feature in Unity HDRP☆44Updated 6 years ago
- A deferred translucency (with Subsurface Scattering) shader for Unity3D that integrates with existing Deferred rendering and Standard sha…☆25Updated 10 years ago
- Neural Network Ambient Occlusion for Unity☆78Updated 7 years ago
- ☆51Updated 5 years ago
- ☆28Updated 4 years ago
- GPU Particles for Unity☆49Updated 4 years ago
- ☆29Updated 8 years ago
- Implementation of the skin rendering technique described in GPU Gems 3 - Chapter 14 using the Unity engine☆38Updated 8 years ago
- A research-oriented version of the TAA implementation from Unity's post-processing stack☆39Updated 8 years ago
- 32-bit packed color format with RGBM encoding for shader use☆40Updated 7 years ago
- ☆66Updated 6 years ago
- Shows how to support rendering per-instance motion vectors within Indirect instanced drawing of Unity.☆50Updated 7 years ago
- An experimental implementation of smoothed-particle hydrodynamics (SPH) on Unity.☆68Updated 8 years ago