28 skills found
tgfrerer / Island🌋🐎 Project Island is an experimental, hot-reloading Vulkan Renderer for Linux and Windows, written in C/C++.
BVE-Reborn / Rend3MAINTENCE MODE ---- Easy to use, customizable, efficient 3D renderer library built on wgpu.
inexorgame / Vulkan RendererA new, render-graph based 3D game engine for Linux and Windows using C++20 and Vulkan API 1.3 (in early development)
lukakldiashvili / Unified Universal BlurUI blur (translucent) effect for Unity.
Raikiri / LegitEngineA rendergraph-based graphical framework for Vulkan
CristianQiu / Unity URP Volumetric LightUnity package for versions 2022.3 and Unity 6 and above. Adds support to render volumetric lighting for both the main and additional lights in URP. Compatible with URP render graph in Unity 6 and above.
martty / Vukvuk - A rendergraph-based abstraction for Vulkan
mateeeeeee / AdriaRendergraph-based graphics engine with DirectX12 and Metal backends
azhirnov / FrameGraphvulkan abstraction layer that represent frame as a task graph
zhaijialong / RealEngineMy toy engine, mainly for rendering experiment and prototyping.
skaarj1989 / FrameGraphRenderer agnostic frame graph library
DragonJoker / RenderGraphRender graph management library.
AkiKurisu / IllusionRPUnity high-definition graphics plugin for Universal Render Pipelines.
skaarj1989 / SupernovaEngineAn experimental game engine.
Chishikii / URP Render FeaturesCustom render features for URP using RenderGraph. Includes outlines, desaturation and blur.
CristianQiu / Unity URP OutlineUnity package that includes a simple outline render feature. Requires Unity 6000.3.0 or higher.
CyberAgentGameEntertainment / RenderGraphTutorialRender Graph Learning Repository
mikialex / ArtglTypeScript 3D framework
berksaribas / Panko RendererA hybrid Vulkan renderer with a Render Graph, capable of real-time global illumination and ray-traced reflections.
Unity-Technologies / Per Object Outline RenderGraph RendererFeature ExampleDemonstration of creating an Outline Effect for Render Graph using Unity 6, which allows per-object renderer selection.