keijiro / ComputePrngTest
A simple test project for a pseudo random number generator designed for compute shaders.
☆34Updated 7 years ago
Related projects ⓘ
Alternatives and complementary repositories for ComputePrngTest
- Shows how to support rendering per-instance motion vectors within Indirect instanced drawing of Unity.☆49Updated 7 years ago
- A clean room implementation of Structured Volume Sampling by Bowles and Zimmermann in Unity☆31Updated 7 years ago
- test code for Unity built-in shader internalskinning.compute☆46Updated 6 years ago
- Highly Experimental, General-Purpose Shuriken particle shaders for Unity3D☆37Updated 2 years ago
- Experimenting with Unity's ScriptableRenderPipeline feature☆28Updated 6 years ago
- Perlin noise on the GPU in Unity☆42Updated 2 years ago
- A deferred translucency (with Subsurface Scattering) shader for Unity3D that integrates with existing Deferred rendering and Standard sha…☆25Updated 9 years ago
- using CommandBuffer and DrawProcedural to generate geometry and deferred shadows☆25Updated 5 years ago
- Using AppendStructuredBuffer / ConsumeStructuredBuffer GPU Particle Sample for Unity☆25Updated 6 years ago
- ☆60Updated 4 years ago
- Neural Network Ambien Occlusion based on http://theorangeduck.com/page/neural-network-ambient-occlusion☆91Updated 6 years ago
- GPU Particles for Unity☆49Updated 3 years ago
- Fur rendering in Unity with Shell Texturing☆51Updated 7 years ago
- SnowDeformation☆17Updated 7 years ago
- Multiple render targets without camera object for Unity.☆22Updated 9 years ago
- Simple Screen Space Reflection Implementation.☆45Updated 8 years ago
- modular particle system using compute shaders.☆29Updated 5 years ago
- ☆21Updated 6 years ago
- ☆17Updated 7 years ago
- Proof of concept for a translucency / fake subsurface-scattering shader, using multiple passes with different blend ops to calculate thic…☆42Updated 6 years ago
- ☆48Updated 4 years ago
- Shader Examples☆26Updated 5 years ago
- Unity post effect that calculates world space☆27Updated 6 years ago
- An example showing how to generate per-object motion vectors when using DrawMesh.☆79Updated 7 years ago
- Mass spring system implemented using compute shaders in Unity.☆40Updated 7 years ago
- Easily encode arbitrary curves into textures and apply them to materials or global shader properties☆82Updated 7 years ago
- Texel-Shading (experimental!) inside the Universal Render Pipeline.☆50Updated 2 years ago
- Node Editor for Raymarch Model System☆36Updated 7 years ago