Rendering
A modern cross-platform low-level graphics library and rendering framework
Lightweight and modular C++11 graphics middleware for games and data visualization
Textureless fog particles using a highly customizable shader to attenuate noise values.
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
A curated list of awesome OpenGL libraries, debuggers and resources.
This project contains a collection of Custom Renderer examples. This will be updated as we refine the feature and add more options.
Shaders For People Who Don't Know How To Shader, a tutorial series for beginners!
A signed distance function generator running inside Unity
Lightweight, cross-platform & full-featured shader IDE
Code accompanying the blog post on bvh construction.
Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.
A live editor for fragment shaders, powered by Neovim, WebGPU, and Zig!
LYGIA, it's a granular and multi-language (GLSL, HLSL, WGSL, MSL and CUDA) shader library designed for performance and flexibility
Fast GPU vertex shader based animation library for Unity (VAT, Vertex Animation Texture, Morphing Animation)
Mitsuba 3: A Retargetable Forward and Inverse Renderer
Source code for "Differentiable Signed Distance Function Rendering" (Siggraph 2022)
Implements Screen Space Reflections in three.js
An example showing how to inverse-project depth samples into the view/world space in Unity.
Code for the paper "An Inverse Procedural Modeling Pipeline for SVBRDF Maps"
C++ examples for the Vulkan graphics API
A shader-based software renderer written from scratch in C89
A bunch of shader examples created in Unity (ShaderGraph & Built-in) 🧙✨
This is my first look at shader manipulation in Unity
Shader for Unity (Built-in Rendering Pipeline) attempting to replicate the shading of Genshin Impact developed by miHoYo. This is for datamined assets, not custom-made ones nor the MMD variants.