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Mace is an MVVM framework for Unity with editor-assignable bindings
Procedural grass rendering in Unity URP using DrawMeshInstancedIndirect and WeightMap control.
Build Unity projects for different platforms
Aspid.MVVM is a powerful, high-performance MVVM framework for Unity, eliminating reflection, minimizing GC allocations, and removing boilerplate code for faster, streamlined development.
Godot/Unity3D System Design Architecture
🔗WPF node editor based on ReactiveUI
GPU time metric for Unity apps (currently limited to Android/GLES)
Constant-Time per-pixel volumetrics using ray-extensions and Holographic Radiance Cascades.
Custom deferred render pipeline with Unity SRP(Scriptable Render Pipeline)
Behavior trees for Unity3D projects. Written with a code driven approach on the builder pattern.
A high performance graph processor for graph toolkit.
A voxel-based wind system for Unity with high quality and performance.
Basic implementation of path traced volumetrics
Unity Bloom效果的五种实现方式,原理分析和性能对比,实现Mask Bloom功能,对项目提供使用决策。
A 2D implementation of the Radiance Cascades global illumination technique in Go
SimpleDevs-Tools / Unity-KDTree
Forked from viliwonka/KDTreeFast KDTree for Unity, with thread-safe querying.
AkiKurisu / UnityPRTGI
Forked from AKGWSB/CasualPRTPrecomputed Radiance Transfer Global Illumination for Unity URP
Small demo project showing how to compact sparse textures on GPUs efficiently in unity.