Unity Files for the 100 Days of Shaders and Textures project
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Updated
Jan 9, 2022 - C#
Unity Files for the 100 Days of Shaders and Textures project
Some examples with MonoGame and HLSL pixel shaders
Texture Space Translucency in Commercial Engines. DAE Gradwork 2020-2021 supervised by Matthieu Dellaere
Procedural ocean shader for Unity, including large wave displacement from wind direction, small ripple displacement from normaldistortion using noise, fresnel effect, depth rendering for foamlines and using scene height for large wave foam. Project in the course 'TNM084, Procedural Methods for Images' at Linköping University 2019.
快速便捷的Shader编译与预览工具 | Fast and easy Shader compilation and preview tool
A pixel shader for Windows Terminal.
Hlsl-shader C++ library for internal use in any version of DirectX
Unity files for the 100 Days of Shaders and Textures using the Universal Render Pipeline
A Cone marching/Ray marching rendering engine written as an post-effect to the Unity rendering pipeline and made for the rendering of fractals.
Simulating cellular automata on the GPU with Vulkan, written from scratch.
A short Game demo testing my skills and abilities in game development, as well as attempting to recreate unique features in some of my favourite games
Offline shader compiler with SPIR-V reflection support.
A shader to display the heart rate, built for Unity’s Built-in Render Pipeline
Source code and application used in the JCGT article "A Polarizing Filter Function for Real-Time Rendering".
Implementing different home-made shaders in a Unity Project
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