├── Behaviour.md ├── Blender.md ├── Houdini.md ├── Physics.md ├── README.md ├── Researchs.md ├── SubstanceDesigner.md ├── Unity.md └── UnrealEngine.md /Behaviour.md: -------------------------------------------------------------------------------- 1 | 2 | #### Flocks 3 | * [Boids](https://github.com/MirzaBeig/Boids) Boids AI swarm demo for Unity. 4 | * [Unity-GPU-Boids](https://github.com/Shinao/Unity-GPU-Boids) GPU powered boids with multiple implementations 5 | * [BoidsUnity](https://github.com/jtsorlinis/BoidsUnity) 2D/3D Boids Flocking Simulation (CPU/Burst/Jobs/GPU) 6 | * [EntitiesSamples_Boids](https://github.com/Unity-Technologies/EntityComponentSystemSamples/tree/master/EntitiesSamples/Assets/Boids) EntityComponentSystemSamples Boids 7 | * [nvjob-boids](https://github.com/nvjob/nvjob-boids) #NVJOB Simple Boids (Flocks of Birds, Fish and Insects). Flocking Simulation. nvjob.github.io/unity/nvjob-boids 8 | * [DragonSpace-Demo](https://github.com/Appleguysnake/DragonSpace-Demo) A simple boids simulation to show the difference between spatial partitioning structures 9 | * [Unity-Flocking-CPU-GPU](https://github.com/CristianQiu/Unity-Flocking-CPU-GPU) CPU and GPU flocking implementations in the Unity game engine. Based on Unity's ECS implementation using DOTS, presented by Mike Acton. 10 | * [unity-jobsystem-boids](https://github.com/komietty/unity-jobsystem-boids) Superfast CPU boids for Unity 11 | 12 | #### Crowds 13 | * [TurboSequence](https://github.com/LukasFratzl/TurboSequence) Skeletal Based GPU Crowds for UE5. 14 | 15 | #### Collision Avoidance 16 | * [RVO2-CS](https://github.com/snape/RVO2-CS) Optimal Reciprocal Collision Avoidance (C#) 17 | 18 | #### WaveFunctionCollapse 19 | * [wavefunctioncollapse](https://github.com/marian42/wavefunctioncollapse) Walk through an infinite, procedurally generated city 20 | -------------------------------------------------------------------------------- /Blender.md: -------------------------------------------------------------------------------- 1 | * [awesomeblend](https://github.com/Davetmo/awesomeblend) A curated list of awesome Blender add-ons, tools, tutorials and resources for 3D Artists, Hobbyists, Developers, Researchers. Focused mostly open source and free resources. Blender 2.8+ compatible list. 2 | * [BlenderProc](https://github.com/DLR-RM/BlenderProc) A procedural Blender pipeline for photorealistic training image generation 3 | * [MB-Lab](https://github.com/animate1978/MB-Lab) MB-Lab is a character creation tool for Blender 2.80, based off ManuelBastioniLAB https://www.mblab.dev 4 | * [TexTools-Blender](https://github.com/SavMartin/TexTools-Blender) http://renderhjs.net/textools/blender/ 5 | * [DreamUV](https://github.com/leukbaars/DreamUV) DreamUV is a collection of tools that allow you to manipulate UVs in the 3D viewport. 6 | * [Magic-UV](https://github.com/nutti/Magic-UV) Blender Add-on: Magic UV 7 | * [mio3_uv](https://github.com/mio3io/mio3_uv) Blender addon for UV editing support 8 | * [bricker](https://github.com/bblanimation/bricker) Bricker is a powerful modeling, animation, and simulation addon for Blender designed to streamline and, in many cases, automate the artist's workflow for LEGO bricks. Created by Christopher Gearhart. 9 | * [mixer](https://github.com/ubisoft/mixer) Add-on for real-time collaboration in Blender. 10 | * [Stop-motion-OBJ](https://github.com/neverhood311/Stop-motion-OBJ) A Blender add-on for importing a sequence of OBJ meshes as frames 11 | * [animation_nodes](https://github.com/JacquesLucke/animation_nodes) Node based visual scripting system designed for motion graphics in Blender. 12 | * [Abnormal](https://github.com/BlenderNPR/Abnormal) Blender Abnormal add-on for vertex normal editing 13 | * [Blender_UE4_VectorFieldEditor](https://github.com/isathar/Blender_UE4_VectorFieldEditor) Blender addon that adds support for working with 3D vector fields using the FGA file format. 14 | * [Pivot-Painter-for-Blender](https://github.com/Gvgeo/Pivot-Painter-for-Blender) Pivot Painter is a Blender addon to create a 3d model, that will use the Pivot Painter Tool's shaders in Unreal Engine 4 15 | * [MACHIN3tools](https://github.com/machin3io/MACHIN3tools) MACHIN3tools is a free, continuously evolving collection of blender tools and pie menus in a single customizable package. 16 | * [Sorcar](https://github.com/aachman98/Sorcar) Procedural modeling in Blender using Node Editor 17 | * [Malt](https://github.com/bnpr/Malt) Render framework for NPR 18 | * [BEER](https://github.com/BlenderNPR/BEER) Blender Extended Expressive Renderer (A stylized renderer) 19 | * [retopoflow](https://github.com/CGCookie/retopoflow) A suite of retopology tools for Blender 20 | * [Blender-BakeLab2](https://github.com/Shahzod114/Blender-BakeLab2) Blender addon for baking images 21 | * [DeepBump](https://github.com/HugoTini/DeepBump) Normal & height maps generation from single pictures 22 | * [bpbrt4](https://github.com/NicNel/bpbrt4) pbrt-v4 render engine/exporter for Blender 23 | * [MolecularNodes](https://github.com/BradyAJohnston/MolecularNodes) Addon and nodes for working with structural biology and molecular data in Blender. 24 | * [MapsModelsImporter](https://github.com/eliemichel/MapsModelsImporter) A Blender add-on to import models from google maps 25 | * [b3dsdf](https://github.com/williamchange/b3dsdf) A toolkit of 2D/3D signed distance functions and sdf/vector operator nodegroups(135+) for Blender 2.83+. Also available as an addon which adds a menu in the shader editor. 26 | * [Blender-Lightsheet](https://github.com/markus-ebke/Blender-Lightsheet) Add-on for Blender3D to create caustics for Cycles and EEVEE 27 | * [layer_painter](https://github.com/joshuaKnauber/layer_painter) Repository for the blender Layer Painter addon 28 | * [substance-tools](https://github.com/passivestar/substance-tools) Blender addon that simplifies export to Substance Painter 29 | * [dream-textures](https://github.com/carson-katri/dream-textures) Stable Diffusion built-in to the Blender shader editor 30 | * [AI-Render](https://github.com/benrugg/AI-Render) Stable Diffusion in Blender 31 | * [glslTexture](https://github.com/patriciogonzalezvivo/glslTexture) Blender addon to create 2D textures from GLSL. 32 | * [blendify](https://github.com/ptrvilya/blendify) Blendify is a lightweight Python framework that provides a high-level API for creating and rendering scenes with Blender. Developed with a focus on 3D computer vision visualization, Blendify simplifies access to selected Blender functions and objects. 33 | * [jmesh-tools](https:github.com/jayanam/jmesh-tools) Blender 2.8/2.9 mesh and hard surface utilities addon 34 | * [WrapBaker](https://github.com/JoeShu0/WrapBaker) Personal Blender Addons 35 | * [blender_vertex_color_master](https://github.com/andyp123/blender_vertex_color_master) Blender addon for working more precisely with vertex colours 36 | * [engon](https://github.com/polygoniq/engon) https://blendermarket.com/products/engon 37 | * [ucupaint](https://github.com/ucupumar/ucupaint) Ucupaint is Blender addon to manage texture layers for Eevee and Cycles renderer. 38 | * [camera_shakify](https://github.com/EatTheFuture/camera_shakify) An addon for Blender that lets you easily add realistic camera shake to your cameras. 39 | -------------------------------------------------------------------------------- /Houdini.md: -------------------------------------------------------------------------------- 1 | ## Library 2 | * [qLib](https://github.com/qLab/qLib) A procedural asset library for SideFX Houdini. http://qlab.github.com/qLib 3 | * [Aelib](https://github.com/Aeoll/Aelib) A library of Digital Assets, Tools and Scripts for SideFX Houdini. 4 | * [egLib](https://github.com/eglaubauf/egLib) A collection of scripts for SideFx Houdini 5 | * [Houdini_Scripts](https://github.com/LewisOrton/Houdini_Scripts) Personal Houdini scripts 6 | * [MASSEParmUtilities](https://github.com/viktors-a/MASSEParmUtilities) Package for Houdini software 7 | * [ntLib](https://github.com/nitzan-treg/ntLib) Digital Assets for Houdini FX 8 | * [LV-Tools](https://github.com/lukevanlukevan/LV-Tools) A collection of HDAs 9 | * [DASH](https://github.com/probiner/DASH) Quality of Life utilities package for SideFX Houdini. 10 | * [BeeHou](https://github.com/simonreeves/BeeHou) Houdini Package 11 | * [MOPS](https://github.com/toadstorm/MOPS) Motion OPerators for Houdini, a motion graphics toolkit. 12 | 13 | ## Tools 14 | * [hipie](https://github.com/igor-elovikov/hipie) Houdini Tools 15 | * [MLOPs](https://github.com/Bismuth-Consultancy-BV/MLOPs) Machine Learning Toolset for Houdini 16 | * [hpaint](https://github.com/aaronsmithtv/hpaint) HPaint is a viewport drawing utility for Houdini, allowing you to digitally paint on any geometry. 17 | 18 | # Material 19 | * [egMatLib](https://github.com/eglaubauf/egMatLib) About Material Library for Houdini Mantra, Redshift and Arnold 20 | 21 | ## Procedural Modeling 22 | * [zenv](https://github.com/CorvaeOboro/zenv) houdini hda tools focused on procedural modeling environments 23 | * [treegen](https://github.com/demiaster/treegen) Vegetation Generation Tool for Houdini 24 | 25 | ## Tutorial 26 | * [HoudiniHowtos](https://github.com/jhorikawa/HoudiniHowtos) Houdini recipe files repository. 27 | * [Houdini](https://github.com/kiryha/Houdini) Houdini pipeline and learning database 28 | * [vex_tutorial](https://github.com/jtomori/vex_tutorial) A collection of code snippets and examples showing syntax and capabilities of VEX language inside SideFX Houdini 29 | * [particula](https://github.com/ribponce/particula) 30 | * [FeELib-for-Houdini](https://github.com/Fe-Elf/FeELib-for-Houdini) www.zhihu.com/people/wxjl/posts 31 | 32 | ## Others 33 | * [presentation-houdini-vis](https://github.com/anopara/presentation-houdini-vis) Houdini files of visualizations from my presentation "Place like I do! Example-based procedural placements in a dialogue system" 34 | * [Assorted-Houdini-Demos](https://github.com/jakericedesigns/Assorted-Houdini-Demos) Toy projects I play with during weekends :) 35 | -------------------------------------------------------------------------------- /Physics.md: -------------------------------------------------------------------------------- 1 | ## Physics 2 | ### Library 3 | * [PhysX](https://github.com/NVIDIA-Omniverse/PhysX) NVIDIA PhysX SDK 4 | * [JoltPhysics](https://github.com/jrouwe/JoltPhysics) A multi core friendly rigid body physics and collision detection library suitable for games and VR applications. 5 | * [JoltPhysicsUnity](https://github.com/seep/JoltPhysicsUnity) Jolt Physics bindings for Unity 6 | * [bullet](https://github.com/bulletphysics/bullet3) Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc 7 | * [zeno](https://github.com/zenustech/zeno) ZEn NOde system https://zenustech.com/ 8 | * [Gaia](https://github.com/AnkaChan/Gaia) Gaia Physics Engine 9 | * [ODE](https://www.ode.org/) Open Dynamics Engine 10 | * [newton-dynamics](https://github.com/MADEAPPS/newton-dynamics/) Newton Dynamics is an integrated solution for real time simulation of physics environments. 11 | * [chrono](https://github.com/projectchrono/chrono) C++ library for multi-physics simulation 12 | * [reactphysics3d](https://github.com/DanielChappuis/reactphysics3d) Open source C++ physics engine library in 3D 13 | * [OpenFOAM](https://github.com/OpenFOAM/OpenFOAM-dev) OpenFOAM Foundation development repository. https://openfoam.org/ 14 | 15 | ### Collision Detection 16 | * [reactphysics3d](https://github.com/DanielChappuis/reactphysics3d) Open source C++ physics engine library in 3D 17 | * [fcl](https://github.com/flexible-collision-library/fcl) Flexible Collision Library 18 | * [OPCODE](https://github.com/nitrocaster/OPCODE) Optimized Collision Detection 19 | * [gjk.c](https://github.com/kroitor/gjk.c) Gilbert-Johnson-Keerthi (GJK) collision detection algorithm in 200 lines of clean plain C 20 | * [dyn4j](https://github.com/wnbittle/dyn4j) Java Collision Detection and Physics Engine 21 | * [CircleCollision](https://github.com/Erfan-Ahmadi/CircleCollision) Implementing Different Methods of Circle to Circle Collision Detection using variety of new Technologies: Vulkan Graphics/Compute API, AVX2/AVX-512 22 | * [UnityNativeCollision](https://github.com/jeffvella/UnityNativeCollision) SAT Collision in C# for Unity3D Burst Compiler 23 | * [parry](https://github.com/dimforge/parry) 2D and 3D collision-detection library for Rust.rs 24 | * [cpa] (https://github.com/memononen/cpa) Distance, Time-of-Impact, and Closest-Point-of-Approach between Convex 2D Shapes 25 | * [fcpw](https://github.com/rohan-sawhney/fcpw) fast distance and ray intersection queries 26 | 27 | ### Fluid 28 | * [fluid-engine-dev](https://github.com/doyubkim/fluid-engine-dev) Fluid simulation engine for computer graphics applications https://fluidenginedevelopment.org/ 29 | * [VorteGrid](https://github.com/mijagourlay/VorteGrid) :thumbsup: VorteGrid: Interactive Fluid Simulation for Games and Movies 30 | * [aphros](https://github.com/cselab/aphros) Finite volume solver for incompressible multiphase flows with surface tension. Foaming flows in complex geometries. 31 | * [fluviofx](https://github.com/fluviofx/fluviofx) Fluid dynamics for Unity's VFX graph https://getfluv.io 32 | * [creamystrand](https://github.com/nepluno/creamystrand) A Multi-Scale Model for Coupling Strands with Shear-Dependent Liquid 33 | * [Bimocq](https://github.com/ziyinq/Bimocq) Efficient and Conservative Fluids Using Bidirectional Mapping 34 | 35 | #### Shallow Water 36 | 37 | * [WaterSurfaceWavelets](https://github.com/lecopivo/WaterSurfaceWavelets) Water Surface Wavelets (SIGGRAPH 2018) http://visualcomputing.ist.ac.at/publications/2018/WSW/ 38 | * [FSWW](https://github.com/schreckc/FSWW) Fundamental Sources for Water Wave Animation 39 | * [UnityTerrainErosionGPU](https://github.com/bshishov/UnityTerrainErosionGPU) Hydraulic and thermal erosion with shallow water equations implemented in Unity using compute shaders. 40 | * [DynamicWaterDemo](https://github.com/CaptainProton42/DynamicWaterDemo) A real-time dynamic water simulation with object interaction made entirely within the Godot Engine. 41 | 42 | #### Eulerian 43 | * [FluidX3D](https://github.com/ProjectPhysX/FluidX3D) The fastest and most memory efficient lattice Boltzmann CFD software, running on any GPU via OpenCL. 44 | * [Trinity](https://github.com/portsmouth/Trinity) :thumbsup: Programmable 3D GPU (WebGL) fluid simulator 45 | * [GPUSmoke](https://github.com/michal1000w/GPUSmoke) 46 | * [fluid_sim](https://github.com/Erkaman/fluid_sim) Flashy 2D fluid simulations experiments. 47 | * [navier-stokes-webgl](https://github.com/piellardj/navier-stokes-webgl) Stable fluid simulation on GPU using WebGL. 48 | * [euler-fluid-cpp](https://github.com/Driema/euler-fluid-cpp) Euler fluid simulated with CPP and SFML 49 | * [unity-cip-flow](https://github.com/komietty/unity-cip-flow) Fast fluid simulator with CIP scheme 50 | * [Flooid](https://github.com/CedricGuillemet/Flooid) Flooid is a node based fluid simulator. 51 | * [LiquidSimulator](https://github.com/jongallant/LiquidSimulator) [Cellular Automaton 2D Liquid Simulator for Unity](http://www.jgallant.com/2d-liquid-simulator-with-cellular-automaton-in-unity/) 52 | * [GMFlux](https://github.com/Fanatrick/GMFlux) "Blazingly fast", customizable, GPU-based fluid simulation solver. 53 | 54 | #### Lagrangian 55 | * [ParticleSolver](https://github.com/ebirenbaum/ParticleSolver) CPU and GPU implementations of a particle-based physics simulation based on Macklin et. al's "Unified Particle Physics for Real-Time Application". 56 | * [SPHFluid](https://github.com/MangoSister/SPHFluid) Interactive 3D Fluid Simulation based on SPH 57 | * [pcisph](https://github.com/cerrno/pcisph) Predictive-Corrective Smoothed Particle Hydrodynamics (SPH) implementation in 2D for CS4167 final project 58 | * [pysph](https://github.com/pypr/pysph) A framework for Smoothed Particle Hydrodynamics in Python 59 | * [Unity-ECS-Job-System-SPH](https://github.com/leonardo-montes/Unity-ECS-Job-System-SPH) Implementation of the SPH Algorithm (fluid simulation) in Unity, comparing singlethread and ECS/Job System performances. 60 | * [flut](https://github.com/pablode/flut) OpenGL SPH fluid simulation and rendering 61 | * [PositionBasedDynamics](https://github.com/InteractiveComputerGraphics/PositionBasedDynamics) physically-based simulation of rigid bodies, deformable solids and fluids. 62 | * [PositionBasedFluids](https://github.com/JAGJ10/PositionBasedFluids) CUDA/C++ implementation of several papers in the spirit of developing a small demo similar to Nvidia's FleX framework 63 | * [PBD-Fluid-in-Unity](https://github.com/Scrawk/PBD-Fluid-in-Unity) A PBD fluid in unity running on the GPU 64 | * [RealTimeFluidRendering](https://github.com/ttnghia/RealTimeFluidRendering) Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering". 65 | * [RealTimeParticles](https://github.com/axoloto/RealTimeParticles) Minimalist real-time 3D particles simulator (Boids, Fluids) based on OpenGL/OpenCL frameworks 66 | 67 | #### Hybrid Lagrangian-Eulerian 68 | * [Blender-FLIP-Fluids](https://github.com/rlguy/Blender-FLIP-Fluids) :thumbsup: FLIP Fluids is a powerful liquid simulation plugin that gives you the ability to create high quality fluid effects all within Blender 69 | * [SPlisHSPlasH](https://github.com/InteractiveComputerGraphics/SPlisHSPlasH) physically-based simulation of fluids. 70 | * [GridFluidSim3D](https://github.com/rlguy/GridFluidSim3D) A PIC/FLIP fluid simulation based on the methods found in Robert Bridson's "Fluid Simulation for Computer Graphics" 71 | * [blub](https://github.com/Wumpf/blub) 3D fluid simulation experiments in Rust, using WebGPU-rs (WIP) 72 | * [RealTimeFluids](https://github.com/IshanRanade/RealTimeFluids) An open-source repository featuring real-time Eulerian fluid simulation and rendering 73 | * [FluidSimulation](https://github.com/amandaghassaei/FluidSimulation) WebGL shader for mixed grid-particle fluid simulation 74 | * [Fluid_Simulation](https://github.com/kbladin/Fluid_Simulation) Self advection, external force and pressure solve to a velocity field represented by a MaC grid. 75 | * [pyasflip](https://github.com/nepluno/pyasflip) Python implementation of the ASFLIP advection method yunfei.work/asflip/ 76 | * [GPUMPM](https://github.com/kuiwuchn/GPUMPM) GPU Optimization of Material Point Methods 77 | * [taichi_mpm](https://github.com/yuanming-hu/taichi_mpm) High-performance moving least squares material point method (MLS-MPM) solver. (ACM Transactions on Graphics, SIGGRAPH 2018) 78 | * [MPM2D](https://github.com/Elias-Gu/MPM2D) 2D Material Point Method 79 | * [uaamg](https://github.com/kaust-csg-uaamg/uaamg) A Fast Unsmoothed Aggregation Algebraic Multigrid Framework for the Large-Scale Simulation of Incompressible Flow 80 | 81 | ### Finite Element 82 | * [mfem](https://github.com/mfem/mfem) Lightweight, general, scalable C++ library for finite element methods. mfem.org 83 | * [FEMcy](https://github.com/mo-hanxuan/FEMcy) a finite element solver based on Taichi, being parallel (CPU/GPU), portable and open-source 84 | 85 | ### Cloth 86 | * [GPU-Cloth-Simulation](https://github.com/JUSTIVE/GPU-Cloth-Simulation) GPU Mass-Spring Simulation Cloth in Unity 87 | * [Fusion](https://github.com/Ninjajie/Fusion) Unity Physics on GPU 88 | * [opencloth](https://github.com/mmmovania/opencloth) A collection of source codes implementing cloth simulation algorithms in OpenGL 89 | * [GPUClothSimulationInUnity](https://github.com/voxell-tech/GPUClothSimulationInUnity) About Trying to replicate what this legend did: https://youtu.be/kCGHXlLR3l8 90 | * [sheen](https://github.com/sciecode/sheen) GPGPU cloth simulation 91 | * [simulator](https://github.com/sutongkui/simulator) It's a GPU-based real time cloth simulator and interactive. 92 | * [ClothSimulation](https://github.com/johnBuffer/ClothSimulation) Basic cloth simulation using Verlet integration 93 | 94 | ### Softbodie 95 | * [Softbodies](https://github.com/Ideefixze/Softbodies) Softbodies, jiggly items and other slimy stuff in Unity 96 | * [CPDeform](https://github.com/lester0866/CPDeform) [ICLR 2022] Contact Points Discovery for Soft-Body Manipulations with Differentiable Physics 97 | * [Softbody_Physics_UE5](https://github.com/asaia/Softbody_Physics_UE5) Implementation of the "A Constraint-based Formulation of Stable Neo-Hookean Materials" paper in UE5 98 | 99 | ### Verlet MassSpring 100 | * [KawaiiPhysics](https://github.com/pafuhana1213/KawaiiPhysics) Simple fake Physics for UnrealEngine4 & 5 101 | * [verlet-js](https://github.com/subprotocol/verlet-js) A simple Verlet physics engine written in javascript 102 | * [FastMassSpring](https://github.com/sam007961/FastMassSpring) Interactive cloth simulator using the method described in the SIGGRAPH paper "Fast Simulation of Mass-Spring Systems" 103 | 104 | ### Vehicle 105 | * [tork](https://github.com/adrenak/tork) Arcade vehicle physics for Unity 106 | 107 | ### Demo 108 | * [GamePhysicsCookbook](https://github.com/gszauer/GamePhysicsCookbook) 《Game Physics Cookbook》for Unity 109 | * [SimplePhysicsDemo](https://github.com/LotteMakesStuff/SimplePhysicsDemo) A simple lil demo showing a jobified physics system 110 | 111 | ### Simulation 112 | * [Kratos](https://github.com/KratosMultiphysics/Kratos) Kratos Multiphysics (A.K.A Kratos) is a framework for building parallel multi-disciplinary simulation software 113 | * [delfem2](https://github.com/nobuyuki83/delfem2) Research prototyping framework for physics simulation written in C++ 114 | * [elmerfem](https://github.com/elmercsc/elmerfem) Official git repository of Elmer FEM software 115 | * [mfem](https://github.com/mfem/mfem) Lightweight, general, scalable C++ library for finite element methods 116 | * [precice](https://github.com/precice/precice) A coupling library for partitioned multi-physics simulations, including, but not restricted to fluid-structure interaction and conjugate heat transfer simulations. 117 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # OpenGraphic 2 | Graphic Engine & Game Engine open source list! 3 | 4 | ## Contents 5 | 6 | >**Official** 7 | 8 | [Official](#official) 9 | 10 | >**Engine** 11 | 12 | [Engine](#engine)    [EnginePlugin](#engine-plugin)    [OfflinePathTracing](#Offline-Path-Tracing)    [RealTimePathTracing](#Real-time-Path-Tracing)    [SoftRenderer](#soft-renderer)    [RenderingDesign](#rendering-design) 13 | 14 | >**Rendering** 15 | 16 | [GI](#gi)    [VolumeRendering](#volume-rendering)    [PostProcessing](#postprocessing)    [Stylize](#stylize)    [Transparency](#transparency)    [VFX](#vfx)    [Standard Format](#standard-format) 17 | 18 | >**Emulation** 19 | 20 | [Material](#material)    [Environment](#environment)       [Camera](#Camera) 21 | 22 | >**Optimization** 23 | 24 | [Acceleration](#acceleration)    [SpatialDataStructures](#spatial-data-structures)    [RenderPath](#render-path) 25 | 26 | >**Util** 27 | 28 | [Util](#util)    [SDF](#sdf)    [Math](#math)    [Image&Color](#imagecolor)    [Noise](#noise)    [Mesh](#mesh)    [Platform](#platform)    [UI](#ui) 29 | 30 | >**Tools** 31 | 32 | [Tools](#tools) 33 | 34 | >**Tutorial** 35 | 36 | [SDK&Tutorial](#sdktutorial) 37 | 38 | >**Other** 39 | 40 | [Physics](https://github.com/Gforcex/OpenGraphic/blob/master/Physics.md)    [Animation](#animation)    [Particle](#particle)    41 | 42 | --- 43 | 44 | ## Official 45 | * Unity [Unity-Technologies](https://github.com/Unity-Technologies)    [unity3d-jp](https://github.com/unity3d-jp)    [UnityLabs](https://github.com/UnityLabs)    [Unity-China](https://github.com/Unity-China) 46 | * AMD [GPUOpen-LibrariesAndSDKs](https://github.com/GPUOpen-LibrariesAndSDKs)    [GPUOpen-Tools](https://github.com/GPUOpen-Tools)    [GPUOpen-Effects](https://github.com/GPUOpen-Effects)    [GPUOpen-Drivers](https://github.com/GPUOpen-Drivers) 47 | * NVIDIA [NVIDIAGameWorks](https://github.com/NVIDIAGameWorks)    [nvpro-samples](https://github.com/nvpro-samples)    [NVIDIA](https://github.com/NVIDIA)    [NVlabs](https://github.com/NVlabs) 48 | * Intel [Intel GameTechDev](https://github.com/GameTechDev) https://software.intel.com/gamedev 49 | * ARM [ARM-software](https://github.com/ARM-software) 50 | * Qualcomm [SnapdragonStudios](https://github.com/SnapdragonStudios) 51 | * PowerVR [powervr-graphics](https://github.com/powervr-graphics) 52 | * TheKhronosGroup [The Khronos Group](https://github.com/KhronosGroup) https://www.khronos.org/ 53 | * AcademySoftwareFoundation [Academy Software Foundation](https://github.com/AcademySoftwareFoundation) https://www.aswf.io/ 54 | * Pixar [Pixar Animation Studios](https://github.com/PixarAnimationStudios) http://graphics.pixar.com 55 | * SideEfects [sideeffects](https://github.com/sideeffects) 56 | * IdSoftware [id-Software](https://github.com/id-Software) 57 | * [InteractiveComputerGraphics](https://github.com/InteractiveComputerGraphics) 58 | 59 | ## Engine 60 | * [UnrealEngine](https://github.com/EpicGames/UnrealEngine) :star: https://www.unrealengine.com/ (source available, no FOSS) 61 | * [CRYENGINE](https://github.com/CRYTEK/CRYENGINE_Source) :star: https://www.cryengine.com/ 62 | * [o3de](https://github.com/o3de/o3de) https://www.o3de.org/ 63 | * [godot](https://github.com/godotengine/godot) Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org 64 | * [WickedEngine](https://github.com/turanszkij/WickedEngine) C++ game engine focusing on modern rendering techniques and performance. https://wickedengine.net 65 | * [filament](https://github.com/google/filament) Filament is a physically based rendering engine for Android, Windows, Linux and macOS 66 | * [Falcor](https://github.com/NVIDIAGameWorks/Falcor) Real-Time Rendering Framework, NVIDIA 67 | * [Klayag](https://github.com/gongminmin/KlayGE) A cross-platform open source game engine with plugin-based architecture 68 | * [G3D]( https://casual-effects.com/g3d) Graphics research and rapid prototyping in OpenGL and C++ 69 | * [Ogre](https://github.com/ogrecave) ogre github mirror 70 | * [OpenSceneGraph](https://github.com/openscenegraph/OpenSceneGraph) http://www.openscenegraph.org 71 | * [stride](https://github.com/stride3d/stride) Stride Game Engine (formerly Xenko) 72 | * [anki-3d-engine](https://github.com/godlikepanos/anki-3d-engine) AnKi 3D Engine - OGL/Vulkan backends, modern renderer, scripting, physics and more 73 | * [SpartanEngine](https://github.com/PanosK92/SpartanEngine) Game engine with an emphasis on architectual quality and performance 74 | * [DummyEngine](https://github.com/sergcpp/DummyEngine) Small cross platform Vulkan/OpenGL 3d engine for personal experimentation 75 | * [ETEngine](https://github.com/Illation/ETEngine) Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14 76 | * [nebula](https://github.com/gscept/nebula) Nebula is an open-source and free-to-use modern C++ game engine. 77 | * [Granite](https://github.com/Themaister/Granite) Personal Vulkan renderer 78 | * [FlaxEngine](https://github.com/FlaxEngine/FlaxEngine) Multi-platform 3D game engine. (source available, no FOSS) 79 | * [island](https://github.com/tgfrerer/island) Project Island is an experimental, hot-reloading Vulkan renderer/proto-engine for Linux, written in C/C++. 80 | * [three.js](https://github.com/mrdoob/three.js) JavaScript 3D library. https://threejs.org/ 81 | * [Babylon.js](https://github.com/BabylonJS/Babylon.js) A powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework. 82 | * [cesium](https://github.com/AnalyticalGraphicsInc/cesium) An open-source JavaScript library for world-class 3D globes and maps 83 | * [playcanvas](https://github.com/playcanvas/engine) ast and lightweight WebGL game engine https://playcanvas.com/ 84 | 85 | ## Engine Plugin 86 | * [Graphics](https://github.com/Unity-Technologies/Graphics) Unity Graphics - Including Scriptable Render Pipeline 87 | * [armory](https://github.com/armory3d/armory) -3D Game Engine for Blender 88 | * [RenderPipeline](https://github.com/tobspr/RenderPipeline) -PBR and Deferred Rendering for the Panda3D game engine 89 | * [ray-mmd](https://github.com/ray-cast/ray-mmd) physically-based rendering at mikumikudance 90 | 91 | ## Platform 92 | * [bgfx](https://github.com/bkaradzic/bgfx) :star: -Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library 93 | * [igl](https://github.com/facebook/igl/) Intermediate Graphics Library (IGL) is a cross-platform library that commands the GPU. It provides a single low-level cross-platform interface on top of various graphics APIs (e.g. OpenGL, Metal and Vulkan). 94 | * [The-Forge](https://github.com/ConfettiFX/The-Forge) The Forge Cross-Platform Rendering Framework PC, macOS / iOS, Android, XBOX, PS4 95 | * [DiligentEngine](https://github.com/DiligentGraphics/DiligentEngine) A modern cross-platform low-level 3D graphics library http://diligentgraphics.com/diligent-engine/ 96 | * [MethaneKit](https://github.com/MethanePowered/MethaneKit) Modern 3D graphics made simple with C++17 cross-platform framework and rendering abstraction API on top of DirectX 12, Metal & Vulkan 97 | * [LLGL](https://github.com/LukasBanana/LLGL) Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal 98 | * [nvrhi](https://github.com/NVIDIAGameWorks/nvrhi) NVIDIA Rendering Hardware Interface 99 | * [herebedragons](https://github.com/kosua20/herebedragons) A basic 3D scene implemented with various engines, frameworks or APIs. 100 | * [glfw](https://github.com/glfw/glfw) A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input 101 | * [MoltenVK](https://github.com/KhronosGroup/MoltenVK) Vulkan graphics and compute API, that runs on Apple's Metal graphics framework 102 | * [dxvk](https://github.com/doitsujin/dxvk) Vulkan-based D3D11 implementation for Linux / Wine 103 | * [angle](https://github.com/google/angle) A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android. 104 | * [Vita3K](https://github.com/Vita3K/Vita3K) Experimental PlayStation Vita emulator vita3k.org/ 105 | * [vkd3d-proton](https://github.com/HansKristian-Work/vkd3d-proton) vkd3d-proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan. The project serves as the development effort for Direct3D 12 support in Proton. 106 | 107 | ## Offline Path Tracing 108 | * [embree](https://github.com/embree/embree) A collection of high-performance ray tracing kernels, developed at Intel. 109 | * [openmoonray](https://github.com/dreamworksanimation/openmoonray) MoonRay is DreamWorks’ open-source, award-winning, state-of-the-art production MCRT renderer 110 | * [RadeonRays RadeonProRender](https://github.com/GPUOpen-LibrariesAndSDKs) ray intersection acceleration library for hardware and software multiplatforms using CPU and GPU 111 | * [mitsuba3](https://github.com/mitsuba-renderer/mitsuba3) :thumbsup: Mitsuba 3: A Retargetable Forward and Inverse Renderer http://mitsuba-renderer.org/ 112 | * [appleseed](https://github.com/appleseedhq/appleseed) A modern open source rendering engine for animation and visual effects https://appleseedhq.net/ 113 | * [pbrt](https://github.com/mmp/pbrt-v3) Source code for "Physically Based Rendering: From Theory To Implementation" 114 | * [LuxCoreRender](https://github.com/LuxCoreRender) https://www.luxcorerender.org 115 | * [ospray](https://github.com/ospray/ospray) A Ray Tracing Based Rendering Engine for High-Fidelity Visualization 116 | * [tungsten](https://github.com/tunabrain/tungsten) High performance physically based renderer in C++11 117 | * [etx-tracer](https://github.com/serhii-rieznik/etx-tracer) Physically-based CPU and GPU ray-tracer 118 | * [nori](https://github.com/wjakob/nori) Nori: an educational ray tracer https://wjakob.github.io/nori 119 | * [nanort](https://github.com/lighttransport/nanort) single header only modern ray tracing kernel. 120 | * [yocto-gl](https://github.com/xelatihy/yocto-gl) Yocto/GL: Tiny C++ Libraries for Physically-based Graphics 121 | * [SORT](https://github.com/JerryCao1985/SORT) Simple Open-source Ray Tracer https://agraphicsguy.wordpress.com/ 122 | * [fermat](https://github.com/NVlabs/fermat) a high performance research oriented physically based rendering system, trying to produce beautiful pictures following the mathematician’s principle of least time 123 | * [gatling](https://github.com/pablode/gatling) Hydra-enabled GPU path tracer that supports MaterialX and MDL 124 | 125 | ## Real-time Path Tracing 126 | * [kajiya](https://github.com/EmbarkStudios/kajiya) Experimental real-time global illumination renderer 127 | * [PLTFalcor](https://github.com/ssteinberg/PLTFalcor) Real-time physical light transport (PLT) framework 128 | * [lighthouse2](https://github.com/jbikker/lighthouse2) Lighthouse 2 framework for real-time ray tracing 129 | * [Path-Tracing-SDK](https://github.com/NVIDIAGameWorks/Path-Tracing-SDK) Real-time path tracing library and sample 130 | * [Candela](https://github.com/swr06/Candela) Pathtraced Realtime Engine 131 | * [Lumen](https://github.com/yuphin/Lumen) A Vulkan Raytracing framework for various bidirectional path tracing techniques 132 | * [IDKEngine](https://github.com/BoyBaykiller/IDKEngine) OpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer Pipeline with Voxel Cone Tracing/Global Illumination 133 | 134 | ## Soft Renderer 135 | * [OpenSWR](http://openswr.org/) A High Performance, Highly Scalable Software Rasterizer for OpenGL 136 | * [miaow](https://github.com/VerticalResearchGroup/miaow) An open source GPU based off of the AMD Southern Islands ISA. 137 | * [SalviaRenderer](https://github.com/wuye9036/SalviaRenderer) SALVIA is the rasterizer based software renderer. The goal of SALVIA is capacity of Direct3D 10+. 138 | * [tinyrenderer](https://github.com/ssloy/tinyrenderer) A brief computer graphics / rendering course 139 | * [coco3d](http://coco3d.codeplex.com/) Coco3D is a real-time 3D software renderer for Windows PCs and mobile devices 140 | * [swiftshader](https://github.com/google/swiftshader) high-performance CPU-based implementation of the OpenGL ES and Direct3D 9 graphics APIs 141 | * [mesa](https://gitlab.freedesktop.org/mesa/mesa) :thumbsup: https://www.mesa3d.org 142 | * [renderer](https://github.com/zauonlok/renderer) A shader-based software renderer written from scratch in C89 https://zauonlok.github.io/renderer/ 143 | * [SoftwareRenderer](https://github.com/Angelo1211/SoftwareRenderer) Software rendering engine with PBR. Built from scratch on C++. 144 | * [RetroWarp](https://github.com/Themaister/RetroWarp) The GPU is implemented with "pure" software rendering 145 | * [grr](https://github.com/kecho/grr) Gpu Renderer and Rasterizer - for python 146 | * [virglrenderer](https://gitlab.freedesktop.org/virgl/virglrenderer/) VirGL virtual OpenGL renderer 147 | * [AMDVLK](https://github.com/GPUOpen-Drivers/AMDVLK) AMD Open Source Driver For Vulkan 148 | * [open-gpu-kernel-modules](https://github.com/NVIDIA/open-gpu-kernel-modules) NVIDIA Linux open GPU kernel module source 149 | * [EmberGL](https://github.com/EmberGL-org/EmberGL) A low-level open source graphics library, similar to OpenGL/DirectX/Vulkan, designed for real-time 2D/3D rendering on MCUs and other memory constrained non-GPU systems 150 | * [SoftGLRender](https://github.com/keith2018/SoftGLRender) Tiny C++ Software Renderer / Rasterizer, and implements OpenGL and Vulkan renderers for comparison 151 | * [raster2mesh](https://github.com/sylefeb/raster2mesh) This project demonstrates a fun and intriguing approach to rasterize anything towards a mesh, using only GPU pixel shaders and rasterization on OpenGL 4.2. 152 | 153 | ## Rendering Design 154 | * [FrameGraph](https://github.com/azhirnov/FrameGraph) vulkan abstraction layer that represent frame as a task graph 155 | * [DataDrivenRendering](https://github.com/JorenJoestar/DataDrivenRendering) Data Driven Rendering repository 156 | * [vuk](https://github.com/martty/vuk) vuk - A rendergraph-based abstraction for Vulkan 157 | * [fg](https://github.com/acdemiralp/fg) Rendering abstraction which describes a frame as a directed acyclic graph of render tasks and resources. 158 | * [RenderGraph](https://github.com/DragonJoker/RenderGraph) Render graph management library. 159 | * [FrameGraph](https://github.com/skaarj1989/FrameGraph) Renderer agnostic frame graph library [Example](https://github.com/skaarj1989/FrameGraph-Example) 160 | * [LegitEngine](https://github.com/Raikiri/LegitEngine) A rendergraph-based graphical framework for Vulkan 161 | * [PathFinder](https://github.com/man-in-black382/PathFinder) An attempt to build a modern renderer using modern graphic APIs. Pillars of the architecture are Bindless Resources and Render Graph. 162 | 163 | ## Geospatial 164 | * [Skybolt](https://github.com/Prograda/Skybolt) C++/Python-based 3D geospatial application for simulating and visualizing dynamic objects in planetary environments 165 | * [cesium](https://github.com/CesiumGS/cesium) An open-source JavaScript library for world-class 3D globes and maps 166 | * [cesium-unreal](https://github.com/CesiumGS/cesium-unreal) Bringing the 3D geospatial ecosystem to Unreal Engine 167 | 168 | ## GI 169 | ### Collection 170 | * [IlluminationComparison](https://github.com/EKnapik/IlluminationComparison) A comparison of typical illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination) 171 | * [dirtchamber](https://github.com/thefranke/dirtchamber) A mixed reality testing environment for real-time global illumination algorithms 172 | * [DXR-Sandbox-GI](https://github.com/steaklive/DXR-Sandbox-GI) Simple DirectX 12 toy framework for testing Global Illumination: Reflective Shadow Mapping, Light Propagation Volume, Voxel Cone Tracing, DXR 173 | #### PRT 174 | * [SHTest](https://github.com/dwilliamson/SHTest) Spherical Harmonic Lighting (Direct/Shadowed/Indirect/Subsurface) 175 | * [SphericalHarmonicLighting](https://github.com/jan-van-bergen/SphericalHarmonicLighting) Global Illumination using Spherical Harmonics 176 | * [Urho3D-1.4-SphericalHarmonicLighting](https://github.com/Lumak/Urho3D-1.4-SphericalHarmonicLighting) Testing spherical harmonic lighting based on the spherical-harmonic-lighting.pdf 177 | #### Irradiance Environment Maps 178 | * [Probulator](https://github.com/kayru/Probulator) :thumbsup: Experimentation framework for probe-based lighting 179 | * [hyper3d-envmapgen](https://github.com/Hyper3D/hyper3d-envmapgen) Pre-filtered mipmapped radiance environment map generator that runs on WebAssembly. 180 | * [envtools](https://github.com/rlk/envtools) Utilities to manipulate spherical images 181 | #### Irradiance Probes/Voxels 182 | * [webgl-deferred-irradiance-volumes](https://github.com/pyalot/webgl-deferred-irradiance-volumes) An implementation of deferred irradiance volumes in WebGL 183 | * [RealTimeGI](https://github.com/PolyAH/RealTimeGI) Real-Time Global Illumination - University of Leeds MSc Project. 184 | * [Precomputed-Light-Field-Probes](https://github.com/Global-Illuminati/Precomputed-Light-Field-Probes) Real-Time Global Illumination using Precomputed Light Field Probes 185 | * [RTXGI-DDGI](https://github.com/NVIDIAGameWorks/RTXGI-DDGI) RTX Global Illumination (RTXGI) SDK 186 | * [LuxGI](https://github.com/flwmxd/LuxGI) Hybrid GI solution, based on DDGI ( include Ray-Tracing and SDF-Tracing ) 187 | * [PRT](https://github.com/lvjiahui/PRT) Precomputed Radiance Transfer in OpenGL 188 | #### Radiance Cache 189 | * [RTXGI](https://github.com/NVIDIAGameWorks/RTXGI) RTXGI v2.0 Update including Neural Radiance Cache and Spatial Hash Radiance Cache 190 | * [BrixelizerGi](https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/tree/main/samples/brixelizergi) FidelityFX Brixelizer GI is a simplified implementation of AMD GI-1.0 191 | * [Capsaicin](https://github.com/GPUOpen-LibrariesAndSDKs/Capsaicin) 192 | #### SurfelGI 193 | * [SurfelGI](https://github.com/W298/SurfelGI) Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021. 194 | #### VPL 195 | * [VSGL](https://github.com/yusuketokuyoshi/VSGL) Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights 196 | * [simple-instant-radiosity](https://github.com/githole/simple-instant-radiosity) 197 | * [GIGL](https://github.com/vgfx/GIGL) Tiny Global Illumination OpenGL Renderer 198 | #### Imperfect Shadow Maps 199 | * [qt5-shadow-maps](https://github.com/tatsy/qt5-shadow-maps) Shadow mapping implementation with Qt5 and OpenGL 200 | #### LPV 201 | * [Light-Propagation-Volumes](https://github.com/djbozkosz/Light-Propagation-Volumes) 202 | * [GI-LPV](https://github.com/innovation-cat/GI-LPV) Implement global illumination with OCaml, using light propagation volumes 203 | #### VCT 204 | * [Nigiri](https://github.com/ninlilizi/Nigiri) A fully-dynamic voxel-based global illumination system for Unity. 205 | * [SEGI](https://github.com/sonicether/SEGI) Almost real-time Global Illumination for Unity. 206 | * [Unity-SRP-VXGI](https://github.com/Looooong/Unity-SRP-VXGI) Voxel-based Global Illumination using Unity Scriptable Render Pipeline. 207 | * [VCTRenderer](https://github.com/jose-villegas/VCTRenderer) Deferred voxel shading for real-time global illumination. https://jose-villegas.github.io/post/deferred_voxel_shading/ 208 | * [voxel-cone-tracing](https://github.com/Friduric/voxel-cone-tracing) A real-time global illumination implementation using voxel cone tracing. 209 | * [VoxelConeTracingGI](https://github.com/compix/VoxelConeTracingGI) Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while maintaining a low memory footprint. 210 | * [Vulkan-VXGI-VR-FrameWork](https://github.com/byumjin/Vulkan-VXGI-VR-FrameWork) University of Pennsylvania, CIS 565: GPU Programming and Architecture, Final Project 211 | * [MAGE](https://github.com/matt77hias/MAGE) Game and rendering engine featuring both forward and deferred PBR (physically-based rendering) pipelines with optional indirect illumination using Voxel Cone Tracing. 212 | * [VoxelConeTracing](https://github.com/domme/VoxelConeTracing) An implementation of the "Voxel Cone Tracing" global illumination technique proposed by Cyril Crassin 213 | * [VCTGI](https://github.com/rdinse/VCTGI) GPU-based real-time global illumination renderer based on voxel cone tracing 214 | * [DXE](https://github.com/LanLou123/DXE) A voxel cone traced realtime Global Illumination rendering engine in dx12, wip 215 | * [Voxel_Cone_Tracing](https://github.com/kbladin/Voxel_Cone_Tracing) [Voxel-Cone-Tracing](https://github.com/Cigg/Voxel-Cone-Tracing) easy to understand 216 | #### SSGI 217 | * [SSRT3](https://github.com/cdrinmatane/SSRT3) Real-time global illumination using screen-space information for Unity HDRP 218 | * [URP_SSR](https://github.com/EricHu33/URP_SSR) Screen space reflection for Unity 2022 and Unity6 219 | * [UnitySSGIURP](https://github.com/jiaozi158/UnitySSGIURP) Screen Space Global Illumination for Unity URP (Universal Render Pipeline). 220 | * [SSGI-URP](https://github.com/demonixis/SSGI-URP) Screen Space Global Illumination for Unity Universal Render Pipeline 221 | * [FSSGI](https://github.com/bloc97/FSSGI) Fast Screen Space Global Illumination 222 | * [mfssgi](https://github.com/MFrankfort84/mfssgi) 223 | #### Radiance Cascades 224 | * [src-dgi](https://github.com/mxcop/src-dgi) Surfel Radiance Cascades Diffuse Global Illumination 225 | * [RadianceCascadesUnity](https://github.com/Youssef-Afella/RadianceCascadesUnity) A simple 2D implementation of Radiance Cascades by Alexander Sannikov in Unity 226 | * [Unity-2D-Radiance-Cascade-Demo](https://github.com/ZY4N/Unity-2D-Radiance-Cascade-Demo) Demo 2D implementation of radiance cascade global illumination in Unity. 227 | #### Path tracing 228 | * [minpt](https://github.com/hi2p-perim/minpt) A path tracer in 300 lines of C++ 229 | * [GLSL-PathTracer](https://github.com/knightcrawler25/GLSL-PathTracer) :thumbsup: A GLSL Path Tracer 230 | * [path_tracer](https://github.com/MomentsInGraphics/path_tracer) :thumbsup: An educational path tracer written in C using Vulkan to supplement a lecture series on path tracing. 231 | * [PSRayTracing](https://github.com/define-private-public/PSRayTracing) A (modern) C++ implementation of the first two books of the Peter Shirley Ray Tracing mini-books 232 | * [rayn](https://github.com/termhn/rayn) A small path tracing renderer written in Rust. 233 | * [TrueTrace-Unity-Pathtracer](https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer) A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others 234 | * [RVPT](https://github.com/GraphicsProgramming/RVPT) Realtime Vulkan path tracer from scratch kind of thing 235 | * [simple-bidirectional-pathtracer](https://github.com/githole/simple-bidirectional-pathtracer) 236 | * [edubpt](https://github.com/githole/edubpt) 237 | * [Volumetric-Path-Tracer](https://github.com/sergeneren/Volumetric-Path-Tracer) Volumetric path tracer using cuda 238 | * [simple-spectral](https://github.com/imallett/simple-spectral) A Simple Spectral Renderer 239 | * [HIPRT-Path-Tracer](https://github.com/TomClabault/HIPRT-Path-Tracer) Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer 240 | #### RTX 241 | * [Q2RTX](https://github.com/NVIDIA/Q2RTX) NVIDIA’s implementation of RTX ray-tracing in Quake II [zyanidelab/Q2RTX](https://github.com/zyanidelab/Q2RTX) 242 | * [Quartz](https://github.com/Nadrin/Quartz) Physically based Vulkan RTX path tracer with a declarative ES7-like scene description language. 243 | * [DXRPathTracer](https://github.com/TheRealMJP/DXRPathTracer) A (very) simple path tracer implemented using DirectX Ray Tracing (DXR) 244 | * [WispRenderer](https://github.com/TeamWisp/WispRenderer) RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science https://teamwisp.github.io 245 | * [rtx-explore](https://github.com/rtx-on/rtx-explore) DirectX Raytracing Path Tracer 246 | * [Kaguya](https://github.com/kcloudy0717/Kaguya) This is a hobby project using DirectX 12 and DirectX RayTracing (DXR) 247 | * [RayTracingInVulkan](https://github.com/GPSnoopy/RayTracingInVulkan) Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension. 248 | * [PBRVulkan](https://github.com/Zielon/PBRVulkan) Vulkan Real-time Path Tracer Engine 249 | * [Helios](https://github.com/diharaw/Helios) Real-time unidirectional GPU path tracer using the cross-vendor Vulkan ray-tracing extensions. 250 | * [vk_mini_path_tracer](https://github.com/nvpro-samples/vk_mini_path_tracer) A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++. 251 | #### ReSTIR 252 | * [RTXDI](https://github.com/NVIDIAGameWorks/RTXDI) RTX Dynamic Illumination is a framework that facilitates the implementations of efficient direct light sampling in real-time renderers 253 | * [VolumetricReSTIRRelease](https://github.com/DQLin/VolumetricReSTIRRelease) SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling" 254 | * [ReSTIR-Vulkan](https://github.com/lukedan/ReSTIR-Vulkan) Vulkan implementation of ReSTIR 255 | * [Reservoir-Spatio-Temporal-Importance-Resampling-ReSTIR](https://github.com/tatran5/Reservoir-Spatio-Temporal-Importance-Resampling-ReSTIR) Reservoir Spatio Temporal Importance Resampling 256 | * [ReSTIR_PT](https://github.com/DQLin/ReSTIR_PT) Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR" 257 | #### Metropolis Light Transport 258 | #### PhotonMapping 259 | * [CPMFIGIOTVVD](https://github.com/ResearchDaniel/Correlated-Photon-Mapping-for-Interactive-Global-Illumination-of-Time-Varying-Volumetric-Data) Correlated Photon Mapping for Interactive Global Illumination of Time-Varying Volumetric Data by Daniel Jönsson and Anders Ynnerman 260 | * [SOPGI](https://github.com/alexnardini/SOPGI) A VEX raytracer for SideFX Houdini with photon mapping global illumination and full recursive reflections and refractions 261 | * [DXR-PhotonMapper](https://github.com/ananthaks/DXR-PhotonMapper) An implementation of Photon Mapping using DXR 262 | * [RTProgressivePhotonMapper](https://github.com/SirKero/RTProgressivePhotonMapper) A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2 263 | #### Ambient occlusion 264 | * [KinoObscurance](https://github.com/keijiro/KinoObscurance) Alchemy Ambient Obscurance ---AlchemyHPG11 265 | * [ScalableAmbientObscurance](https://research.nvidia.com/publication/scalable-ambient-obscurance) https://research.nvidia.com/publication/scalable-ambient-obscurance 266 | * [XeGTAO](https://github.com/GameTechDev/XeGTAO) An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license 267 | * [ASSAO](https://github.com/GameTechDev/ASSAO) Adaptive Screen Space Ambient Occlusion 268 | * [Robust Screen Space Ambient Occlusion](https://github.com/wolfgangfengel/GPUZen/tree/master/04_Screen%20Space/) Robust Screen Space Ambient Occlusion 269 | * [HBAOPlus](https://github.com/NVIDIAGameWorks/HBAOPlus) HBAO+ is a SSAO algorithm designed to achieve high efficiency on DX11 GPUs. 270 | * [gl_ssao](https://github.com/nvpro-samples/gl_ssao) optimized screen-space ambient occlusion, cache-aware hbao 271 | * [VXAO](https://developer.nvidia.com/vxao-voxel-ambient-occlusion) Voxel Ambient Occlusion 272 | * [MiniEngineAO](https://github.com/keijiro/MiniEngineAO) SSAO image effect from Microsoft MiniEngine, ported to Unity. 273 | * [NNAO](https://github.com/simeonradivoev/NNAO) Neural Network Ambien Occlusion 274 | * [dssdo](https://github.com/kayru/dssdo) Deferred Screen Space Directional Occlusion http://kayru.org/articles/dssdo/ 275 | * [AmplifyOcclusion](https://github.com/AmplifyCreations/AmplifyOcclusion) Full source-code for Amplify Occlusion plugin for Unity [AmplifyOcclusion-URP](https://github.com/neon-age/AmplifyOcclusion-URP) 276 | * [Unity-Ground-Truth-Ambient-Occlusion](https://github.com/MaxwellGengYF/Unity-Ground-Truth-Ambient-Occlusion) A physically based screen space ambient occulsion post processing effect 277 | * [Unity-GeoAO](https://github.com/nezix/Unity-GeoAO) Fast ambien occlusion in Unity at runtime 278 | * [ConeSphereOcclusionLUT](https://github.com/knarkowicz/ConeSphereOcclusionLUT) ConeSphereOcclusionLUT generates a cone sphere occlusion LUT to be used with TLoU style **capsule AO shadows**. For details "Lighting Technology Of "The Last Of Us". 279 | * [RTAO](https://github.com/boksajak/RTAO) Ray Traced Ambient Occlusion (RTAO) implemented using DirectX Raytracing (DXR) 280 | * [BNAO](https://github.com/Fewes/BNAO) A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity. 281 | * [dxr-ao-bake](https://github.com/Twinklebear/dxr-ao-bake) A demo of ambient occlusion map baking using DXR 282 | * [aobaker](https://github.com/prideout/aobaker) ambient occlusion baking tool 283 | * [VertexColorBaker](https://github.com/Fewes/VertexColorBaker) An AssetPostprocessor for Unity that can bake ambient occlusion and curvature information into mesh vertex color channels. 284 | #### Bent Normal 285 | * [ssbn](https://github.com/KageKirin/ssbn) Screen Space Bent Normals 286 | #### Radiosity Normal Mapping 287 | * [GzRNM](https://github.com/Geenz/GzRNM) brings Radiosity Normal Mapping/Directional Light Mapping to Unity 3D! 288 | * [SSbumpGenerator](https://sourceforge.net/projects/ssbumpgenerator/) A GUI interface to a tool for generating SSBumps (Self Shadowed Bump Maps). 289 | #### LightMap 290 | * [lightmapper](https://github.com/ands/lightmapper) A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light! 291 | * [seamoptimizer](https://github.com/ands/seamoptimizer) A C/C++ single-file library that minimizes the hard transition errors of disjoint edges in lightmaps. 292 | * [BakingLab](https://github.com/TheRealMJP/BakingLab) A D3D11 application for experimenting with Spherical Gaussian lightmaps 293 | * [GPULightmass](https://github.com/AlanIWBFT/GPULightmass) Luoshuang's GPULightmass for UE4 294 | * [trianglepacker](https://github.com/ray-cast/trianglepacker) Triangle packer for light map 295 | * [HDR_Lightmapper](https://github.com/Naxela/HDR_Lightmapper) Implements a cycles based lightmapper with denoiser 296 | * [The_Lightmapper](https://github.com/Naxela/The_Lightmapper) Fast and easy baked GI Lightmaps for Blender and Cycles 297 | * [LightmapperToy](https://github.com/candycat1992/LightmapperToy) This project is a hobby lightmapper completely based on Houdini geometry nodes. Basically it grew out of a re-implementation of Matt's The Baking Lab with some modification. 298 | #### MLGI 299 | * [DeepIllumination](https://github.com/CreativeCodingLab/DeepIllumination) Code and examples from our paper "Deep Illumination: Approximating Dynamic Global Illumination with Generative Adversarial Networks," by Manu Mathew Thomas and Angus Forbes 300 | #### Others 301 | * [LGHDemo](https://github.com/DQLin/LGHDemo) Real-Time Rendering with Lighting Grid Hierarchy I3D 2019 Demo 302 | * [PBGI](https://github.com/XT95/PBGI) Point Based Global Illumination 303 | 304 | ### GI Simulation 305 | #### Diffuse inter-reflection 306 | #### Caustic 307 | * [SC_Tracer](https://github.com/ningfengh/SC_Tracer) photon mapping for global illumination and caustic 308 | * [Crystal-Caustics](https://github.com/CJT-Jackton/Crystal-Caustics) Approximated crystal caustics effect in Unity. 309 | #### Reflection 310 | * [ComputeStochasticReflections](https://github.com/simeonradivoev/ComputeStochasticReflections) Compute Stochastic Screen Space Reflections for unity post processing 311 | * [kode80SSR](https://github.com/kode80/kode80SSR) An open source screen space reflections implementation for Unity3D 5. 312 | * [StochasticScreenSpaceReflection](https://github.com/cCharkes/StochasticScreenSpaceReflection) 313 | * [Unity-Screen-Space-Reflection](https://github.com/MaxwellGengYF/Unity-Screen-Space-Reflection) Clearly Screen Space Reflection 314 | * [UnitySSR](https://github.com/Xerxes1138/UnitySSR) Open source screen space reflection for Unity 5 315 | * [Unity-ScreenSpaceReflections-URP](https://github.com/JoshuaLim007/Unity-ScreenSpaceReflections-URP) SSR solution for Unity URP 316 | * [synthese_image](https://github.com/theFrenchDutch/synthese_image) author's [blog](http://thomasdeliot.wixsite.com/blog/single-post/2018/04/26/Small-project-OpenGL-engine-and-PBR-deferred-pipeline-with-SSRSSAO) 317 | * [URP_ScreenSpacePlanarReflections](https://github.com/Steven-Cannavan/URP_ScreenSpacePlanarReflections) Simple example of implementing screen space planar reflections as a RenderFeature for URP 318 | * [UnityURP-MobileScreenSpacePlanarReflection](https://github.com/ColinLeung-NiloCat/UnityURP-MobileScreenSpacePlanarReflection) A simple and fast ScreenSpacePlanarReflection(SSPR) as a standalone reusable RendererFeature in URP. 319 | * [Jin-Engine-2.1](https://github.com/byumjin/Jin-Engine-2.1) The implementation of Pixel-projected Screen Space Reflections 320 | * [BakedReflectionsUnity](https://github.com/julhe/BakedReflectionsUnity) :thumbsup: Reflection Probe Atlas impl. for Unity 321 | #### Refraction 322 | * [SS-refraction-through-depth-peeling-in-threejs](https://github.com/Domenicobrz/SS-refraction-through-depth-peeling-in-threejs) Screen space refraction through depth peeling in threejs 323 | #### Shadow 324 | * [realtimeshadows](https://www.realtimeshadows.com/?q=node/12) codes 325 | * [Shadows](https://github.com/TheRealMJP/Shadows) :thumbsup: A sample app that demonstrates several techniques for rendering real-time shadow maps 326 | * [UnityPCSS](https://github.com/TheMasonX/UnityPCSS) Nvidia's PCSS soft shadow algorithm implemented in Unity 327 | * [ContactShadows](https://github.com/keijiro/ContactShadows) Experimental implementation of contact shadows for Unity. 328 | * [HFTS](https://developer.nvidia.com/Hybrid-Frustum-Traced-Shadows) NVIDIA Hybrid Frustum Traced Shadows in NVIDIA ShadowLib. 329 | * [ShadowFX](https://github.com/GPUOpen-Effects/ShadowFX) DirectX 11 and 12 library that provides a scalable and GCN-optimized solution for deferred shadow filtering 330 | * [Cinder-Experiments](https://github.com/simongeilfus/Cinder-Experiments) A collection of experiments, samples and other bits of code. 331 | * [of-ESMShadowMapping](https://github.com/jacres/of-ESMShadowMapping) Exponential Shadow Mapping in openFrameworks 332 | * [RayTracedShadows](https://github.com/kayru/RayTracedShadows) This demo implements BVH construction and GPU traversal for rendering hard shadows. 333 | * [InlineRayTracingShadows](https://github.com/INedelcu/InlineRayTracingShadows) Sample scene that uses ray traced shadows generated by a compute shader using ray queries. 334 | * [RaytracedHardShadow](https://github.com/unity3d-jp/RaytracedHardShadow) DXR based raytraced hard shadow for Unity 335 | * [ShadowVolume](https://github.com/chengkehan/ShadowVolume) Shadow Volume for Static-Scene-Object of Unity 336 | * [variance_shadow_mapping_vk](https://github.com/sydneyzh/variance_shadow_mapping_vk) Variance shadow mapping for omni lights with Vulkan 337 | * [Precomputed-Shadow-Fields-for-Dynamic-Scenes](https://github.com/nblintao/Precomputed-Shadow-Fields-for-Dynamic-Scenes) A realization of computing soft shadow by shadow fields 338 | * [DeepShadowMap](https://github.com/ecidevilin/DeepShadowMap) Real-Time Deep Shadow Maps for Unity3D 339 | * [CachedShadowMaps](https://github.com/aivclab/CachedShadowMaps) Cached Shadow Map Solution for Unity 340 | * [Unity-Capsule-Shadows](https://github.com/frostbone25/Unity-Capsule-Shadows) A work in progress solution for capsule shadows in Unity. 341 | * [Analytic Soft Shadows (Built-In/URP)](https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/analytic-soft-shadows-built-in-urp-189680) Analytic Soft Shadows is a real-time soft shadowing solution with shadows defined by Spheres, Capsules and Boxes 342 | ##### Compressed Shadow 343 | * [Compressed-shadow-maps](https://github.com/lscandolo/Compressed-shadow-maps) Demo code for the compressed shadow maps project 344 | * [voxelized-shadows-improved](https://github.com/loinesg/voxelized-shadows-improved) Construction and sampling of precomputed shadows in a compressed voxel octree 345 | * [ocTreeVoxelizedShadows](https://github.com/jackie2009/ocTreeVoxelizedShadows) Voxelized shadows implemented based on octree The Unity technical team recommends that large terrain be used instead of baking 346 | 347 | ## PostProcessing 348 | #### Collection 349 | * [VolFx](https://github.com/NullTale/VolFx) Selective Post Processing with buffer system 350 | * [PostProcessing](https://github.com/Unity-Technologies/PostProcessing) Post Processing Stack 351 | * [reshade-shaders](https://github.com/crosire/reshade-shaders) A collection of post-processing shaders written for ReShade. https://reshade.me 352 | * [GShade](https://github.com/Mortalitas/GShade) GShade is a highly modified ReShade fork & utility package with numerous improvements and settings autodetection for over 300 games. 353 | * [CobraFX](https://github.com/LordKobra/CobraFX) CobraFX comprises SirCobra's contribution of shaders for ReShade. 354 | * [OtisFX](https://github.com/FransBouma/OtisFX) A small set of effects for Reshade 355 | * [Cat-PostProcessing](https://github.com/JoachimCoenen/Cat-PostProcessing) various post-processing effects for Unity 356 | #### AA 357 | * [CMAA2](https://github.com/GameTechDev/CMAA2) Conservative Morphological Anti-Aliasing 2.0 358 | * [MSAAFilter](https://github.com/TheRealMJP/MSAAFilter) MSAA and Temporal AA Sample 359 | * [temporal](https://github.com/playdeadgames/temporal) Temporal Reprojection Anti-Aliasing for Unity 5.0+ 360 | * [TAA_Unity_URP](https://github.com/sienaiwun/TAA_Unity_URP) Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline 361 | * [smaa](https://github.com/iryoku/smaa) SMAA: Subpixel Morphological Antialiasing, is a very efficient GPU-based MLAA implementation 362 | * [smaaDemo](https://github.com/turol/smaaDemo) Subpixel Morphological AntiAliasing OpenGL/Vulkan demo 363 | * [SMAA](https://github.com/Chman/SMAA) SMAA in unity3D 364 | * [SpecularAA](https://github.com/TheRealMJP/SpecularAA) A demo of various normal map filtering techniques for reducing specular aliasing 365 | * [glsl-fxaa](https://github.com/mattdesl/glsl-fxaa) FXAA implementation for glslify in WebGL 366 | * [Phone-wire AA](http://www.humus.name/index.php?page=3D&ID=89) 367 | * [DLAA](https://github.com/ForserX/DLAA) (DLAA) Directionally Localized antiAliasing 368 | * [TAA-STAR](https://github.com/cg-tuwien/TAA-STAR) C++/Vulkan Implementations of State of the Art Temporal Anti-Aliasing Techniques 369 | * [UE4 DLSS](https://github.com/NvRTX/UnrealEngine) DLSS Plugin for Unreal Engine 370 | * [Fast-Adaptive-AA](https://github.com/grebord/Fast-Adaptive-AA) This is a modification of Timothy Lottes' PC FXAA v3 with a different Edge Detection algorithm that prevents blurring and catches edges better. For Reshade 371 | #### Denoising 372 | * [oidn](https://github.com/OpenImageDenoise/oidn) Intel(R) Open Image Denoise library http://www.openimagedenoise.org/ 373 | * [NvidiaAIDenoiser](https://github.com/DeclanRussell/NvidiaAIDenoiser) A simple implementation of Nvidia's AI denoiser 374 | * [RealTimeDenoisingNeuralBilateralGrid](https://github.com/xmeng525/RealTimeDenoisingNeuralBilateralGrid) [EGSR2020] Real-time Monte Carlo Denoising with the Neural Bilateral Grid 375 | * [practicalDenoising](https://github.com/ImageEngine/practicalDenoising) Reference Implementation of Practical Denoising for VFX Production Using Temporal Blur 376 | * [bcd](https://github.com/superboubek/bcd) Bayesian Collaborative Denoiser for Monte-Carlo Rendering 377 | * [glslSmartDeNoise](https://github.com/BrutPitt/glslSmartDeNoise) :thumbsup: Fast glsl spatial deNoise filter 378 | #### Bloom 379 | * [SE-Natural-Bloom-Dirty-Lens](https://github.com/sonicether/SE-Natural-Bloom-Dirty-Lens) (Legacy) post-processing effect for Unity. 380 | * [Unity_StarGlow](https://github.com/XJINE/Unity_StarGlow) This is an implementation of Kawase's light-streak. 381 | #### Tone Mapping 382 | * [tonemapper](https://github.com/tizian/tonemapper) A tool for exploring and applying various tonemapping operators. 383 | * [glsl-tone-map](https://github.com/dmnsgn/glsl-tone-map) A collection of tone mapping functions available both as ES modules strings and as GLSL files for use with glslify 384 | * [ToneMapping](https://github.com/KhronosGroup/ToneMapping) A collection of tone mappers for the display of 3D graphics 385 | * [AgXc](https://github.com/MrLixm/AgXc) Fork of Troy.S AgX, a display rendering transform available via OCIO and more 386 | * [prod80-ReShade-Repository](https://github.com/prod80/prod80-ReShade-Repository) Highly advanced Color Effects created for Reshade 387 | * [aces-dev](https://github.com/ampas/aces-dev) AMPAS Academy Color Encoding System Developer Resources http://www.oscars.org/aces 388 | * [tony-mc-mapface](https://github.com/h3r2tic/tony-mc-mapface) Takes HDR Rec.709/sRGB stimulus, and maps it to LDR. It's tranquil and collected, and won't set your eyes ablaze. 389 | #### ProceduralProcessing 390 | * [NeuralNetworkPostProcessing](https://github.com/maajor/NeuralNetworkPostProcessing) Unity Post Processing with Convolution Neural Network 391 | * [RunwayML-for-Unity](https://github.com/runwayml/RunwayML-for-Unity) RunwayML for Unity 🎯 https://runwayml.com/integrations 392 | * [Procedural-painting](https://github.com/IRCSS/Procedural-painting) Procedural painting algorithms in Unity 3d with compute shaders based on genetic evolution algorithms 393 | * [Waifu2xBarracuda](https://github.com/keijiro/Waifu2xBarracuda) Waifu2x Unity Barracuda implementation 394 | * [barracuda-style-transfer](https://github.com/UnityLabs/barracuda-style-transfer) Companion code for the Unity Style Transfer blog post, showcasing realtime style transfer using Barracuda. 395 | * [triangle](https://github.com/esimov/triangle) Convert images to computer generated art using delaunay triangulation 396 | #### ImageFilter 397 | * [UnityImageEffects](https://github.com/hiroakioishi/UnityImageEffects) Post Processing Effects for Unity 398 | * [android-gpuimage](https://github.com/cats-oss/android-gpuimage) Android filters based on OpenGL (idea from GPUImage for iOS) 399 | * [NonuniformBlur](https://github.com/StarsX/NonuniformBlur) A very fast approximation to large-kernel Gaussian blur with nonuniform blur radii, by making use of box-filtered mip maps V-cycle 400 | #### SuperResolution 401 | * [OptiScaler](https://github.com/cdozdil/OptiScaler) OptiScaler bridges upscaling/frame gen across GPUs. 402 | * [FidelityFX-FSR](https://github.com/GPUOpen-Effects/FidelityFX-FSR) FidelityFX Super Resolution 403 | * [Anime4K](https://github.com/bloc97/Anime4K) A High-Quality Real Time Upscaler for Anime Video 404 | * [Magpie](https://github.com/Blinue/Magpie) Magpie 是一个轻量级的窗口缩放工具,内置了多种高效的缩放算法和滤镜。它主要用于提升游戏画质和让不支持全屏化的游戏也能全屏显示等。 405 | * [Waifu2x-Extension-GUI](https://github.com/AaronFeng753/Waifu2x-Extension-GUI) Video, Image and GIF upscale/enlarge(Super-Resolution) and Video frame interpolation. Achieved with Waifu2x, Real-ESRGAN, Real-CUGAN, RTX Video Super Resolution VSR, SRMD, RealSR, Anime4K, RIFE, IFRNet, CAIN, DAIN, and ACNet. 406 | #### CheckerboardRendering 407 | * [mosaiikki](https://github.com/pezcode/mosaiikki) Checkerboard rendering with Magnum and OpenGL 408 | * [DynamicCheckerboardRendering](https://github.com/GameTechDev/DynamicCheckerboardRendering) Checkerboard Rendering and Dynamic Resolution Rendering in the DX12 MiniEngine 409 | #### Compression 410 | * [JPEG-MP4-Compression-PostProcessing-Effect-for-Unity3D](https://github.com/JanMalitschek/JPEG-MP4-Compression-PostProcessing-Effect-for-Unity3D) This package aims to accurately recreate the effect of JPEG/MP4 compression as a PostProcessing Effect 411 | 412 | ## Material 413 | ### Shade Model 414 | ##### BSDF 415 | * [libbsdf](https://github.com/KimuraRyo/libbsdf) Library for BSDF, BRDF, and BTDF 416 | * [brdf](https://github.com/wdas/brdf)    [brdfExplorer](https://github.com/sotnychenko/brdfExplorer) 417 | * [BRDFExplorer](https://github.com/Corralx/BRDFExplorer) http://corralx.github.io/projects 418 | * [Lux](https://github.com/larsbertram69) Lux – open source physically based shader framework for unity 419 | * [Alloy](https://github.com/Josh015/Alloy) Alloy physical shader framework for Unity. https://alloy.rustltd.com/ 420 | * [AntonovSuit](https://github.com/cCharkes/AntonovSuit) 421 | * [brdf](https://github.com/boksajak/brdf) Code sample accompanying the article "Crash Course in BRDF Implementation" 422 | * [anisotropic_layered_material](https://github.com/tomoya5296/anisotropic_layered_material) Code for "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions", SIGGRAPH ASIA 2019. 423 | * [WaveOpticsBrdf](https://github.com/lingqi/WaveOpticsBrdf) This code implements the key ideas of the paper: Rendering Specular Microgeometry with Wave Optics, by Ling-Qi Yan, Miloš Hašan, Bruce Walter, Steve Marschner, Ravi Ramamoorthi. 424 | ##### SVBRDF 425 | * [svbrdf-oculus](https://github.com/jknuuttila/svbrdf-oculus) materials from Two-Shot SVBRDF Capture for Stationary Materials by Aittala et al (2015). 426 | * [Matmorpher](https://github.com/AlbanGauthier/Matmorpher) Code repository for the EGSR 2021 paper MatMorpher: A Morphing Operator for SVBRDFs 427 | * [DeepInverseRendering](https://github.com/msraig/DeepInverseRendering) Deep Inverse Rendering for High-resolution SVBRDF Estimation from an Arbitrary Number of Images 428 | #### BSSRDF 429 | * [Subsurface-Light-Transport-Raytracer](https://github.com/curranmax/Subsurface-Light-Transport-Raytracer) 430 | * [SingleScatteringEditing](https://github.com/ykcadcg/SingleScatteringEditing) 431 | * [hitchhikersscatter](https://github.com/eugenedeon/hitchhikersscatter) A Hitchhiker’s Guide to Multiple Scattering 432 | #### IBL 433 | * [IBLBaker](https://github.com/derkreature/IBLBaker) Light probe generation and BRDF authoring for physically based shading. 434 | * [cmftStudio](https://github.com/dariomanesku/cmftStudio) cross-platform open-source cubemap filtering tool. 435 | * [PBR](https://github.com/Nadrin/PBR) An implementation of physically based shading model & image based lighting in various graphics APIs. 436 | #### AreaLight 437 | * [LTC_BRDF_Fit](https://github.com/EvgeniiG/LTC_BRDF_Fit) BRDF fitting code for LTC Area Lights by Heitz et al. 438 | * [ltc_code](https://github.com/selfshadow/ltc_code) Code for "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines" 439 | * [rtswplusd](https://github.com/BastianUrbach/rtswplusd) Real-Time Shading with Polyhedral Lights using Silhouette Detection 440 | * [BezierLightLTC](https://github.com/Paul180297/BezierLightLTC) An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". 441 | 442 | ### Character 443 | #### SSS 444 | * [FastTranslucentShader](https://github.com/tatsy/FastTranslucentShader) 445 | * [separable-sss](https://github.com/iryoku/separable-sss) iryoku's SSSSS 446 | * [ScreenSpaceSubsurfaceScattering](https://github.com/Xerxes1138/ScreenSpaceSubsurfaceScattering) 447 | * [SubsurfaceScattering](https://github.com/vcrom/SubsurfaceScattering) An implementation of a set screen space physically-based subsurface scattering algorithms 448 | * [MultipassTranslucency](https://github.com/Philipp-Seifried/MultipassTranslucency) fake subsurface-scattering shader, using multiple passes with different blend ops to calculate thickness without reading back the depth buffer. 449 | * [subsurfaceScatteringMat](https://github.com/N8python/subsurfaceScatteringMat) https://n8python.github.io/subsurfaceScatteringMat/ 450 | #### Skin 451 | * [pbrt-skin-bssrdf](https://github.com/damlaren/pbrt-skin-bssrdf) Implementation of Donner & Jensen's "A Spectral BSSRDF for Shading Human Skin" in PBRT 452 | * [skin-shader-unity](https://github.com/leonardo-domingues/skin-shader-unity) GPU Gems 3 - Chapter 14 using the Unity engine 453 | * [Unity-Human-Skin-Shader-PC](https://github.com/MaxwellGengYF/Unity-Human-Skin-Shader-PC) 454 | * [FaceWorks](https://github.com/NVIDIAGameWorks/FaceWorks) A middleware library and sample application for high-quality skin and eye rendering 455 | #### Eye 456 | #### Hair 457 | * [TressFX](https://github.com/GPUOpen-Effects/TressFX) DirectX 11 library that provides convenient access to realistically rendered and simulated hair and fur 458 | * [vkhr](https://github.com/CaffeineViking/vkhr) Real-Time Hybrid Hair Rendering using Vulkan™ 459 | * [WetaHair](https://github.com/zhoub/WetaHair) Implementation of "Importance Sampling for Physically-Based Hair Fiber Models" 460 | * [libWetHair](https://github.com/nepluno/libWetHair) A Multi-Scale Model for Simulating Liquid-Hair Interactions http://libwethair.info 461 | * [Realtime-Vulkan-Hair](https://github.com/clach/Realtime-Vulkan-Hair) University of Pennsylvania, CIS 565: GPU Programming and Architecture, Final Project 462 | * [VHair](https://github.com/kennux/VHair) A highly experimental hair rendering and simulation solution for the Unity game engine 463 | * [Hair-Renderer-2](https://github.com/AEspinosaDev/Hair-Renderer-2) Vulkan-based strand-level hair renderer 464 | #### Colth 465 | * [libwetcloth](https://github.com/nepluno/libwetcloth) A Multi-Scale Model for Simulating Liquid-Fabric Interactions 466 | * [fabric-micro-detail-scattering](https://github.com/bradweiers/fabric-micro-detail-scattering) Micro Detail Fabric Shader 467 | #### Silk 468 | #### Fur 469 | * [UnityFurURP](https://github.com/hecomi/UnityFurURP) Fur shader implementation for URP 470 | * [FurRendering](https://github.com/jose-villegas/FurRendering) Fur rendering in Unity with Shell Texturing 471 | * [UnityFurShader](https://github.com/Sorumi/UnityFurShader) Fur shader for Unity. 472 | * [GIFT_PorterDoll](https://github.com/marza-realtime/GIFT_PorterDoll) PorterDoll Asset wtih "THE GIFT" 473 | * [ShellFurGodot](https://github.com/Arnklit/ShellFurGodot) Add-on that adds a fur node to the Godot engine, using a shell based approach to imitate fur strands. 474 | #### Glint 475 | * [specular-manifold-sampling](https://github.com/tizian/specular-manifold-sampling) Code for "Specular Manifold Sampling for Rendering High-Frequency Caustics and Glints" (SIGGRAPH 2020) 476 | * [real_time_glint](https://github.com/ASTex-ICube/real_time_glint) [real_time_glint_dictgenerator](https://github.com/ASTex-ICube/real_time_glint_dictgenerator) Procedural Physically based BRDF for Real-Time Rendering of Glints. 477 | 478 | ### Nature 479 | #### Water 480 | * [crest](https://github.com/wave-harmonic/crest) :thumbsup: A class-leading water system implemented in Unity 481 | * [Ceto](https://github.com/Scrawk/Ceto) :thumbsup: Ceto: Ocean system for Unity 482 | * [GodotOceanWaves](https://github.com/2Retr0/GodotOceanWaves) FFT-based ocean-wave rendering, implemented in Godot 483 | * [Environment-Project](https://github.com/UE4-OceanProject/Environment-Project) An Environment Simulation project for Unreal Engine 4. 484 | * [Ocean Community Next Gen](https://github.com/eliasts/Ocean_Community_Next_Gen) Next gen iteration of the unity community ocean shader 485 | * [VaOcean](https://github.com/ufna/VaOcean) Ocean Surface Simulation Plugin for Unreal Engine 4 486 | * [whitecaps](https://github.com/jdupuy/whitecaps) Real-time Animation and Rendering of Ocean Whitecaps 487 | * [Water](https://github.com/GarrettGunnell/Water) Sum of sines and fft fluid simulation with a physically based water shader 488 | * [FFT-Ocean](https://github.com/gasgiant/FFT-Ocean) [Ocean-URP](https://github.com/gasgiant/Ocean-URP) FFT ocean for Unity 489 | * [EncinoWaves](https://github.com/blackencino/EncinoWaves) Implementation of "Empirical Directional Wave Spectra for Computer Graphics" paper by Christopher Horvath 490 | * [water-wave-packets](https://github.com/jeschke/water-wave-packets) Sandbox binary and source code for the Siggraph 2017 paper "Water Wave Packets" by Stefan Jeschke (NVIDIA) and Chris Wojtan (IST Austria) 491 | * [WaveParticle](https://github.com/AtwoodDeng/WaveParticle) A project for testing the wave particle 492 | * [Wave-Particles-with-Interactive-Vortices](https://github.com/ACskyline/Wave-Particles-with-Interactive-Vortices) A dx12 river renderer using wave particles with interactive vortices. 493 | * [BoatAttack](https://github.com/Verasl/BoatAttack) com.verasl.water-system Gerstner waves water. 494 | * [UE4_Dynamic_Water_Project](https://github.com/marvelmaster/UE4_Dynamic_Water_Project) Unreal Engine 4 Dynamic Water Project by marvelmaster 495 | * [RealtimeWater](https://github.com/hpatjens/RealtimeWater) implemented based on "Fast Water Simulation for Games Using Height Fields". 496 | 497 | * [UnityWaveEquation](https://github.com/AsehesL/UnityWaveEquation) unity实现二维波方程交互水面与实时焦散 498 | * [WaterCaustics](https://github.com/pabennett/WaterCaustics) Water caustic rendering experiments in OpenGL with Python 499 | * [threejs-caustics](https://github.com/martinRenou/threejs-caustics) Caustics computation using ThreeJS 500 | * [water-demo](https://github.com/shanecelis/water-demo) A port of Evan Wallace's "Water Demo" for WebGL to Unity. 501 | 502 | * [Ocean_mobile_with_boat_physic](https://github.com/laurentClave/Ocean_mobile_with_boat_physic) Ocean mobile with boat physic controller 503 | * [Unity-WaterBuoyancy](https://github.com/dbrizov/Unity-WaterBuoyancy) Water Buoyancy Simulation for Unity 504 | 505 | * Jerry Tessendorf's paper "Simulating Ocean Water". 506 | [fftocean](https://github.com/deiss/fftocean) [ocean-simulation](https://github.com/klantz81/ocean-simulation) [Phillips-Ocean](https://github.com/Scrawk/Phillips-Ocean) 507 | * Eric.Bruneton's paper "an improved version using an FFT method to synthesize the surface." 508 | [Eric.Bruneton](http://evasion.inrialpes.fr/~Eric.Bruneton/) [Brunetons-Ocean](https://github.com/Scrawk/Brunetons-Ocean) 509 | * [tgda](https://github.com/eiszapfen2000/tgda) A real-time capable implementation of Tessendorf's choppy wave algorithm [Tessendorf1999a], augmented with wave spectrum models from oceanographic research 510 | #### Snow 511 | * [Unity-IndentShader](https://github.com/wacki/Unity-IndentShader) http://wacki.me/blog/2017/01/dynamic-snow-sand-shader-for-unity/ 512 | * [SnowDeformation](https://github.com/vanish87/SnowDeformation) To create a snow accumulation and deformation effect along with physical based rendering 513 | * [UnrealSnow](https://github.com/bneukom/UnrealSnow) Unreal Engine snow simulation for large terrains using Compute Shaders for GPU paralellization. 514 | * [DeepSnowFootprint](https://github.com/ZGeng/DeepSnowFootprint) A unity shader solution to generate footprint on thick snow surfaces. 515 | * [unity-deformablesnow](https://github.com/thnewlands/unity-deformablesnow) Repository for online PIGSquad workshop on deformable snow in Unity. 516 | * [SnowSimulation](https://github.com/hubi037/SnowSimulation) GPU Snow Simulation for Unity and Direct3D 517 | * [snow](https://github.com/Azmisov/snow) "A Material Point Method for Snow Simulation" (Stomakhin et al., 2013). 518 | * [SnowSimulation](https://github.com/TheBeach54/SnowSimulation) 519 | #### Sand 520 | * [JourneySand](https://github.com/AtwoodDeng/JourneySand) An Unity project to reproduce the sand rendering in Journey's style 521 | #### Grass 522 | * [GodotGrass](https://github.com/2Retr0/GodotGrass) Per-blade grass rendering inspired by "Ghost of Tsushima", implemented in Godot 523 | * [UnityURP-InfiniteGrassField](https://github.com/Youssef-Afella/UnityURP-InfiniteGrassField) An Infinite GPU Instanced Grass Field that doesn't require storing trillions of positions in memory 524 | * [KvantGrass](https://github.com/keijiro/KvantGrass) Animating grass shader for Unity 525 | * [UnityGrassGeometryShader](https://github.com/IronWarrior/UnityGrassGeometryShader) https://roystan.net/articles/grass-shader.html 526 | * [GLGrassRenderer](https://github.com/LesleyLai/GLGrassRenderer) implementation of Responsive Real-Time Grass Rendering for General 3D Scenes 527 | * [Grass.DirectX](https://github.com/mreinfurt/Grass.DirectX) Realistic Grass Rendering using DirectX 11 and a geometry-shader based approach. 528 | * [VulkanGrassRendering](https://github.com/moneimne/VulkanGrassRendering) Vulkan implementation of "Responsive Real-Time Grass Rendering for General 3D Scenes" by Jahrmann and Wimmer 529 | * [GPUGrass](https://github.com/MidoriMeng/GPUGrass) real-time grass rendering based on GPU instancing 530 | * [MassiveGrass](https://github.com/mewlist/MassiveGrass) Unity Terrain spawns a large number of grasses along the edge of the tree (shader independent) 531 | * [RheaGrass](https://github.com/Ryan-Gee/RheaGrass) Rhea is a geometry-shader based grass for Unity's Universal Render Pipeline (URP). 532 | * [shaders-6grass](https://github.com/daniel-ilett/shaders-6grass) Six varied methods for drawing grass with a range of use cases 533 | #### Tree 534 | * [Vulkan-Forest-Rendering-Engine](https://github.com/Jiaww/Vulkan-Forest-Rendering-Engine) High-Performance Real-Time Forest Rendering Engine developed using Vulkan 535 | #### Terrain 536 | * [Terrain-Topology-Algorithms](https://github.com/Scrawk/Terrain-Topology-Algorithms) Terrain topology algorithms in Unity 537 | * [tin-terrain](https://github.com/heremaps/tin-terrain) A command-line tool for converting heightmaps in GeoTIFF format into tiled optimized meshes. 538 | * [TerrainPrettifier](https://github.com/Fewes/TerrainPrettifier) A small GPU-based component designed to aid in cleaning and refining satellite/DEM based terrains directly inside Unity. 539 | * [PVTUT](https://github.com/ACskyline/PVTUT) Procedural Virtual Texture with Unity Terrain 540 | * [terrain-erosion-3-ways](https://github.com/dandrino/terrain-erosion-3-ways) Three Ways of Generating Terrain with Erosion Features 541 | * [Webgl-Erosion](https://github.com/LanLou123/Webgl-Erosion) Erosion simulation in Web Browser 542 | * [TerraForge3D](https://github.com/Jaysmito101/TerraForge3D) Cross Platform Professional Procedural Terrain Generation & Texturing Tool 543 | * [Terrain-Decorator](https://github.com/emrecancubukcu/Terrain-Decorator) lightweight terrain tool for unity3d 544 | * [ProceduralTerrain](https://github.com/theSoenke/ProceduralTerrain) Procedural voxel terrain generation in Unity 545 | * [Terrain3D](https://github.com/outobugi/Terrain3D) An editable terrain system for Godot 4, written in C++ 546 | #### Cloud 547 | * [volsample](https://github.com/huwb/volsample) Research on sampling methods for real-time volume rendering 548 | * [kode80CloudsUnity3D](https://github.com/kode80/kode80CloudsUnity3D) A realtime volumetric cloud rendering solution for Unity3D. 549 | * [clouds](https://github.com/greje656/clouds) Volumetric Clouds plugin for Stingray 550 | * [Meteoros](https://github.com/Aman-Sachan-asach/Meteoros) Real-time Cloudscape Rendering in Vulkan based on the implementation of clouds in the Decima Engine. 551 | * [Custom-Middleware](https://github.com/ConfettiFX/Custom-Middleware) Ephemeris 2 is a middleware solution for implementing a dynamic 24 hour Skydome System. 552 | * [VolumeCloud](https://github.com/yangrc1234/VolumeCloud) Volume cloud for Unity3D 553 | * [Clouds](https://github.com/SebLague/Clouds) https://www.youtube.com/watch?v=4QOcCGI6xOU 554 | * [TerrainEngine-OpenGL](https://github.com/fede-vaccaro/TerrainEngine-OpenGL) renders an (almost) procedural scene, featuring a terrain with distance adaptive LOD, water surface simulation and volumetric clouds. 555 | * [realtime_clouds](https://github.com/clayjohn/realtime_clouds) Experiment with generating clouds in real time on low end computer 556 | * [Marshmallow](https://github.com/mccannd/Project-Marshmallow) Vulkan-based implementation of clouds from Decima Engine 557 | * [volumetric-clouds](https://github.com/jaagupku/volumetric-clouds) Volumetric clouds in Unity 558 | * [Raymarch-Clouds](https://github.com/Flafla2/Raymarch-Clouds) Unity Iq's Clouds. 559 | * [droplet-render](https://github.com/jaelpark/droplet-render) Volumetric cloud modeling and rendering for Blender. 560 | * [Mesh-Cloud-Rendering](https://github.com/maajor/Mesh-Cloud-Rendering) Reimplement Sea of Thieves's Cloud in Unity 561 | * [godot_volumetric_smoke](https://github.com/HungryProton/godot_volumetric_smoke) A tiny experiment to recreate the volumetric smoke for Counter Strike 2 in Godot 562 | #### Sky 563 | * [Dante83/A-Starry-Sky](https://github.com/Dante83/A-Starry-Sky) A Realistic Skybox for A Frame! :D 564 | * [SkyboxPanoramicShader](https://github.com/Unity-Technologies/SkyboxPanoramicShader) 565 | * [SkyModels](https://github.com/diharaw/SkyModels) A collection of various Sky Models implemented with OpenGL compute shaders suitable for real-time rendering. 566 | * [sun-sky](https://github.com/andrewwillmott/sun-sky) Various sun/sky models, convolution of theta/gamma-parameterised models 567 | * [nvjob-sky-shader-simple-and-fast](https://github.com/nvjob/nvjob-sky-shader-simple-and-fast) #NVJOB Dynamic Sky. Sky Shaders. Free Unity Asset. 568 | * [sun-sky](https://github.com/andrewwillmott/sun-sky) Various sun/sky models, convolution of theta/gamma-parameterised models 569 | #### Rain 570 | * [Unity-Raindrops](https://github.com/ya7gisa0/Unity-Raindrops) raindrops shader 571 | * [RainDropEffect](https://github.com/EdoFrank/RainDropEffect) Rain Drop Effect2: Effective, Fast and Flexible Rain Distortion Effect for Unity 572 | * [LensRain](https://github.com/Kink3d/LensRain) A screen-space lens rain effect using Unity's V2 Post-processing framework. 573 | * [RainFX](https://github.com/smkplus/RainFX) Natural Rain 574 | #### Fire 575 | * [fire](https://github.com/robertcupisz/fire) A fire effect for Unity. 576 | * [volumetric-fire](https://github.com/jaagupku/volumetric-fire) Project for Computer Graphics course by Jaagup Kuhi, Siim Raudsepp and Andri Poolakese 577 | #### Ice 578 | #### Iridescent 579 | * [Iridescence](https://github.com/Xerxes1138/Iridescence) 580 | * [Iridescent Shader](https://github.com/smkplus/Iridescence) Iridescence shader 581 | * [SoapFlow](https://github.com/amandaghassaei/SoapFlow) a fluid simulation of a 2D soap film 582 | #### Glass 583 | * [unity-frosted-glass](https://github.com/andydbc/unity-frosted-glass) Test of a frosted glass material in Unity. 584 | #### Gem 585 | * [UnityRayTracingGem](https://github.com/Sorumi/UnityRayTracingGem) Ray tracing gem shader for Unity 586 | 587 | ## Environment 588 | #### VolumetricLight 589 | * [Unity-Baked-Volumetrics](https://github.com/frostbone25/Unity-Baked-Volumetrics) A work in progress graphics solution for completely baked volumetric lighting, meant to be very lightweight and inexpensive. 590 | * [VolumetricLights](https://github.com/SlightlyMad/VolumetricLights) Volumetric Lights for Unity 591 | * [LightShafts](https://github.com/robertcupisz/LightShafts) A light shafts (volumetric shadows) effect for Unity. 592 | * [VolumetricLighting](https://github.com/NVIDIAGameWorks/VolumetricLighting) NVIDIA Gameworks Volumetric Lighting 593 | * [VolumetricLighting](https://github.com/Unity-Technologies/VolumetricLighting) ighting effects implemented for the Adam demo: volumetric fog, area lights and tube lights 594 | * [Aura](https://github.com/raphael-ernaelsten/Aura) Volumetric Lighting for Unity 595 | * [Vapor](https://github.com/ArthurBrussee/Vapor) Volumetric Fog for Unity 596 | * [VRCLightVolumes](https://github.com/REDSIM/VRCLightVolumes) Nextgen voxel based light probes replacement for VRChat 597 | * [Unity-URP-Volumetric-Light](https://github.com/CristianQiu/Unity-URP-Volumetric-Light) Adds support to render volumetric lighting for both the main and additional lights in URP. Compatible with URP render graph in Unity 6. 598 | * [unity-volumetric-fo](https://github.com/SiiMeR/unity-volumetric-fog) A volumetric fog implementation in Unity 599 | #### FakeVolumetricLight 600 | * [VolumetricTracer](https://github.com/Fewes/VolumetricTracer) A simple way to render soft, volumetric bullet tracers in Unity. Only needs a unit cube and a material to render and supports instancing. 601 | #### Atmospheric 602 | * [UnrealEngineSkyAtmosphere](https://github.com/sebh/UnrealEngineSkyAtmosphere) A Scalable and Production Ready Sky and Atmosphere Rendering Technique 603 | * [AtmosphericScattering](https://github.com/SlightlyMad/AtmosphericScattering) Atmospheric Scattering for Unity 604 | * [precomputed_atmospheric_scattering](https://github.com/ebruneton/precomputed_atmospheric_scattering) Eric Bruneton, 2017 605 | * [Brunetons-Improved-Atmospheric-Scattering](https://github.com/Scrawk/Brunetons-Improved-Atmospheric-Scattering) Eric Bruneton for Unity, 2017 [LWRP ver(greje656)](https://github.com/greje656/Brunetons-Improved-Atmospheric-Scattering) 606 | * [clear-sky-models](https://github.com/ebruneton/clear-sky-models) This project implements 8 clear sky models in a common framework to compare them with each other and with a reference model and reference measurements. 607 | * [OutdoorLightScattering](https://github.com/GameTechDev/OutdoorLightScattering) Outdoor Light Scattering Sample 608 | * [Scatterer](https://github.com/LGhassen/Scatterer) Atmospheric scattering mod for KSP 609 | * [tectonics.js](https://github.com/davidson16807/tectonics.js/tree/master/precompiled) 3d plate tectonics in your web browser 610 | * [MinimalAtmosphere](https://github.com/Fewes/MinimalAtmosphere) A minimal atmospheric scattering implementation for Unity 611 | * [glsl-atmosphere](https://github.com/wwwtyro/glsl-atmosphere) Renders sky colors with Rayleigh and Mie scattering. 612 | #### Fog 613 | * [UEShaderBits-GDC-Pack](https://github.com/sp0lsh/UEShaderBits-GDC-Pack) UE4 Volumetric Fog Techniques 614 | * [SSMS](https://github.com/OCASM/SSMS) Screen space multiple scattering for Unity. 615 | * [GPU-Fog-Particles](https://github.com/MirzaBeig/GPU-Fog-Particles) Textureless fog particles using a highly customizable shader to attenuate noise values. 616 | ## Render Path 617 | * [VolumeTiledForwardShading](https://github.com/jpvanoosten/VolumeTiledForwardShading) :thumbsup: Volume Tiled Forward Shading. This technique is based on Tiled and Clustered Forward Shading (Olsson, 2012) 618 | * [Cluster](https://github.com/pezcode/Cluster) Clustered shading implementation with bgfx 619 | * [HybridRenderingEngine](https://github.com/Angelo1211/HybridRenderingEngine) Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL. 620 | * [ClusteredShadingAndroid](https://github.com/GameTechDev/ClusteredShadingAndroid) and [IntelForwardClusteredShading](https://software.intel.com/en-us/articles/forward-clustered-shading) Clustered shading on Android sample 621 | * [clustered_forward_demo](https://gitlab.com/efficient_shading/clustered_forward_demo) Ola Olsson. 622 | * [Cluster](https://github.com/pezcode/Cluster) Clustered shading implementation with bgfx 623 | * [ClusteredShadingConservative](https://github.com/kevinortegren/ClusteredShadingConservative) DirectX 12 light culling technique featured in GPU Pro 7 624 | * [lightindexed-deferredrender](https://github.com/dtrebilco/lightindexed-deferredrender) Light Indexed Deferred Rendering - Before there was Forward+ and Clustered deferred rendering there was Light Indexed Deferred Rendering (ShaderX7) 625 | * [Vulkan-Forward-Plus-Renderer](https://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer) Forward+ renderer in Vulkan using Compute Shader. An Upenn CIS565 final project. 626 | * [nTiled](https://github.com/BeardedPlatypus/nTiled) nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading 627 | * [DeferredTexturing](https://github.com/TheRealMJP/DeferredTexturing) A rendering sample that demonstrates bindless deferred texturing using D3D12 628 | * [SweetTexelShading](https://github.com/julhe/SweetTexelShading) Texel-Shading (experimental!) with Unity's ScriptableRenderPipeline 629 | * [real-time-seamless-object-space-shading](https://github.com/WeakKnight/real-time-seamless-object-space-shading) Eurographics 2024 Short Paper "Real-time Seamless Object Space Shading" 630 | 631 | ## Camera 632 | #### Physically Based Camera 633 | * [Physical-Camera](https://github.com/Unity-Technologies/Physical-Camera) Unity Component that can describes a physical camera's attributes. 634 | * [pbc](https://github.com/kiwaiii/pbc) Physically based camera 635 | * [Cat-Physically-Based-Camera](https://github.com/JoachimCoenen/Cat-Physically-Based-Camera) a physically based camera component for Unity 636 | #### DOF 637 | * [HexBokehBlur](https://github.com/zigguratvertigo/HexBokehBlur) Hexagonal Bokeh Blur 638 | * [BokehDepthOfField](https://github.com/Erfan-Ahmadi/BokehDepthOfField) Implementing Different Algorithms to mimic Bokeh Depth Of Field: A Physical Camera Effect created due to Focal Length, Aperture size, shape 639 | * [VVDoFDemo](http://graphics.cs.williams.edu/papers/DepthOfFieldGPUPro2013/VVDoFDemo.zip) 640 | #### Lens 641 | * [PhysicallyBasedLensFlare](https://github.com/greje656/PhysicallyBasedLensFlare) Lens flare 642 | * [LightLeaksUnity](https://github.com/danielzeller/LightLeaksUnity) Light Leaks Image Effects for Unity 643 | * [hdreffects](https://github.com/karimnaaji/hdreffects) High dynamic range rendering, with lens flare approximation and bloom 644 | * [LensFlares](https://github.com/dotsquid/LensFlares) Simple GPU Occlusion for Lens Flares 645 | * [UnityOcclusionLensFlare](https://github.com/pschraut/UnityOcclusionLensFlare) A Lens Flare effect for Unity that doesn't require Physics. 646 | 647 | ## Standard Format 648 | * [OpenShadingLanguage](https://github.com/imageworks/OpenShadingLanguage) Advanced shading language for production GI renderers 649 | * [glTF-SDK](https://github.com/Microsoft/glTF-SDK) glTF-SDK is a Software Development Kit for glTF 650 | * [cgltf](https://github.com/jkuhlmann/cgltf) Single-file glTF 2.0 loader and writer written in C99 651 | * [fx-gltf](https://github.com/jessey-git/fx-gltf) A C++14/C++17 header-only library for simple, efficient, and robust serialization/deserialization of glTF 2.0 652 | * [gltf-pipeline](https://github.com/CesiumGS/gltf-pipeline) Content pipeline tools for optimizing glTF assets 653 | * [glTFast](https://github.com/atteneder/glTFast) Efficient glTF 3D import / export package for Unity 654 | * [fastgltf](https://github.com/spnda/fastgltf) A blazing fast C++17 glTF library powered by SIMD. 655 | * [SharpGLTF](https://github.com/vpenades/SharpGLTF) glTF reader and writer for .NET Standard 656 | * [USD](https://github.com/PixarAnimationStudios/USD) Universal Scene Description http://www.openusd.org 657 | * [MaterialX](https://github.com/materialx/MaterialX) MaterialX is an open standard for transfer of rich material and look-development content between applications and renderers. 658 | * [MDL](https://github.com/NVIDIA/MDL-SDK) NVIDIA Material Definition Language SDK 659 | * [OpenMeshEffect](https://github.com/eliemichel/OpenMeshEffect) OpenFX Mesh Effect API - A plug-in API for cross-software procedural mesh effects 660 | 661 | ## Stylize 662 | #### NPR 663 | * [DanbaidongRP](https://github.com/danbaidong1111/DanbaidongRP) ToonRenderPipeline Unity6 RayTracing 664 | * [NPR_Lab](https://github.com/candycat1992/NPR_Lab) Test some NPR in Unity. 665 | * [UnityChanToonShader](https://github.com/Unity-Technologies/com.unity.toonshader) Unity Toon Shader ( an experimental package ) 666 | * [URP_Toon](https://github.com/ChiliMilk/URP_Toon) A Toon Shader in Unity Universal Render Pipeline 667 | * [lilToon](https://github.com/lilxyzw/lilToon) Feature-rich shaders for avatars 668 | * [MooaToon](https://github.com/JasonMa0012/MooaToon) The Ultimate Solution for Cinematic Toon Rendering in UE5 [mooatoon.com](https://mooatoon.com/) 669 | * [JTRP](https://github.com/JasonMa0012/JTRP) JTRP : Unity HDRP ToonShading Render Pipeline (Preview) 670 | * [UnityURPToonLitShaderExample](https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample) A very simple toon lit shader example, for you to learn writing custom lit shader in Unity URP 671 | * [FernRPExample](https://github.com/FernRP/FernRPExample) This project is the implementation of FernRP Package, Include NPR/PBR. 672 | * [kamakura-shaders](https://github.com/kayac/kamakura-shaders) NPR for Unity with a bunch of features and adjustable parameters in a user-friendly interface. 673 | * [MToon](https://github.com/Santarh/MToon) Toon Shader with Unity Global Illumination 674 | * [PoiyomiToonShader](https://github.com/poiyomi/PoiyomiToonShader) A feature rich toon shader for unity and VR Chat 675 | * [toon-rp](https://github.com/Delt06/toon-rp) A Scriptable Render Pipeline (SRP) designed for toon/stylized visuals. Features custom lighting pipeline, multiple shadow algorithms, tiled lighting, Shader Graph support, and more. 676 | * [LiliumToonGraph](https://github.com/you-ri/LiliumToonGraph) UniversalRP Toon Shader with ShaderGraph 677 | * [UNITY-Arc-system-Works-Shader](https://github.com/Aerthas/UNITY-Arc-system-Works-Shader) Shader created to emulate the design style of Arc System Works games such as Guilty Gear and Dragon Ball FighterZ. Created using Amplify Shader Editor. 678 | * [Blender-miHoYo-Shaders](https://github.com/Festivize/Blender-miHoYo-Shaders) Shaders for Blender attempting to replicate the shading of games developed by miHoYo. These shaders are especially for datamined assets, not custom-made ones nor the MMD variants. 679 | * [URP_StylizedLitShader](https://github.com/madumpa/URP_StylizedLitShader) Madumpa's URP Stylized Lit Shader Repository 680 | * [ToonLandscape3](https://github.com/chrisloop/ToonLandscape3) ToonLandscape3 681 | * [ChinesePaintingDemo](https://github.com/AtwoodDeng/ChinesePaintingDemo) Demo of Chinese Painting Shader 682 | * [WaterColorFilter](https://github.com/nobnak/WaterColorFilter) WaterColorFilter for Unity 683 | #### Low Poly 684 | * [LowpolyOcean](https://github.com/JiongXiaGu/LowpolyOcean) low polygon water effect working in Unity 685 | * [Lowpoly-Water-Unity](https://github.com/danielzeller/Lowpoly-Water-Unity) Low poly water with edge/shore blend. Similar to the awesome water in Monument Valley. 686 | * [FlatShader](https://github.com/cjurjiu/FlatShader) A very simple shader which performs flatshading without the need for duplicating vertices when building the geometry. 687 | #### Voxel 688 | * [Magicavoxel](https://github.com/ephtracy/ephtracy.github.io/releases) http://ephtracy.github.io/ 689 | * [UE4VoxelTerrain](https://github.com/bw2012/UE4VoxelTerrain) Unreal Engine 4: Smooth voxel terrian 690 | * [VoxelPlugin](https://github.com/Phyronnaz/VoxelPlugin) Voxel plugin for Unreal Engine 691 | * [voxelizer](https://github.com/karimnaaji/voxelizer) Header only mesh voxelizer in c99 692 | * [gpu-physics-unity](https://github.com/jknightdoeswork/gpu-physics-unity) A GPU Accelerated Voxel Physics Solver for Unity 693 | * [Field3D](https://github.com/imageworks/Field3D) A library for storing voxel data on disk and in memory. 694 | * [magicavoxel-shaders](https://github.com/lachlanmcdonald/magicavoxel-shaders) Shaders for MagicaVoxel to simplify common and repetitive tasks. 695 | * [UnityVOXFileImport](https://github.com/ray-cast/UnityVOXFileImport) A tool to import a .vox file for Unity's GameObject and Prefab 696 | * [Terasology](https://github.com/MovingBlocks/Terasology) open source voxel world http://terasology.org 697 | * [VoxelSpace](https://github.com/s-macke/VoxelSpace) errain rendering algorithm in less than 20 lines of code 698 | * [unity-voxel](https://github.com/mattatz/unity-voxel) Mesh voxelization for Unity. 699 | * [tsdf-fusion](https://github.com/andyzeng/tsdf-fusion) Fuse multiple depth frames into a TSDF voxel volume. 700 | * [Marching-Cubes-Terrain](https://github.com/Eldemarkki/Marching-Cubes-Terrain) Marching Cubes terrain implementation in Unity using the Job System and the Burst compiler 701 | * [smoothvoxels](https://github.com/jel-app/smoothvoxels) 702 | * [goxel](https://github.com/guillaumechereau/goxel) Goxel: Free and Open Source 3D Voxel Editor 703 | 704 | ## Volume Rendering 705 | #### RayMarch 706 | * [uRaymarching](https://github.com/hecomi/uRaymarching) Raymarching Shader Generator in Unity 707 | * [unity-ray-marching](https://github.com/TheAllenChou/unity-ray-marching) Ray Marching Sandbox 708 | * [unity-volume-rendering](https://github.com/mattatz/unity-volume-rendering) Volume rendering by object space raymarching for Unity. 709 | * [Texture3DPreview-for-Unity](https://github.com/raphael-ernaelsten/Texture3DPreview-for-Unity) This package enables interactive previews of Texture3D assets in Unity's Inspector window. 710 | * [UnityVolumeRendering](https://github.com/mlavik1/UnityVolumeRendering) A volume renderer, made in Unity3D. See slides from presentation here: https://speakerdeck.com/mlavik1/volume-rendering-in-unity3d 711 | * [unity-ray-marching](https://github.com/brianasu/unity-ray-marching) Ray marching for rendering 3D noise and textures in Unity 3D 712 | * [UE4_VolumeRaymarching](https://github.com/TheHugeManatee/UE4_VolumeRaymarching) Plugin for UE4 to perform volume raycasting 713 | #### Point Clouds 714 | * [PCL](http://www.pointclouds.org/) A standalone, large scale, open project for 2D/3D image and point cloud processing. 715 | * [Pcx](https://github.com/keijiro/Pcx) Point cloud importer & renderer for Unity 716 | * [compute_rasterizer](https://github.com/m-schuetz/compute_rasterizer) Rendering Point Clouds with Compute Shaders 717 | * [potree](https://github.com/potree/potree) WebGL point cloud viewer for large datasets 718 | * [point2mesh](https://github.com/ranahanocka/point2mesh) Reconstruct Watertight Meshes from Point Clouds [SIGGRAPH 2020] 719 | * [point-cloud-utils](https://github.com/fwilliams/point-cloud-utils) An easy-to-use Python library for processing and manipulating 3D point clouds and meshes. 720 | #### Shear-warp 721 | #### Other 722 | * [OpenVDB](https://github.com/dreamworksanimation/openvdb) Sparse volume data structure and tools. [OpenVDBForUnity](https://github.com/karasusan/OpenVDBForUnity) 723 | * [unreal-vdb](https://github.com/eidosmontreal/unreal-vdb) [thilamb forked](https://github.com/thilamb/unreal-vdb) This repo is a non-official Unreal plugin that can read OpenVDB and NanoVDB files in Unreal. 724 | * [openvkl](https://github.com/openvkl/openvkl) Intel® Open Volume Kernel Library (Intel® Open VKL) is a collection of high-performance volume computation kernels 725 | 726 | ## Acceleration 727 | #### Frustum Culling 728 | * [sseculling](https://github.com/nsf/sseculling) 729 | #### PVS 730 | * [kPortals](https://github.com/Kink3d/kPortals) A pre-calculated Portal visibility system for Unity. 731 | * [CornerCulling](https://github.com/87andrewh/CornerCulling) Fast and Maximally Accurate Occlusion Culling 732 | #### .. 733 | * [pipeline](https://github.com/nvpro-pipeline/pipeline) nvpro-pipeline is a research rendering pipeline 734 | * [IndirectOcclusionCulling](https://github.com/JJoosten/IndirectOcclusionCulling) Indirect Occlusion Culling 735 | * [melt](https://github.com/karimnaaji/melt) Automatic conservative mesh occluder generation by box filling 736 | * [EveryCulling](https://github.com/SungJJinKang/EveryCulling) This library integrates multiple culling methods into one library. 737 | #### Bounding 738 | * [bounding-mesh](https://github.com/gaschler/bounding-mesh) Implementation of the bounding mesh and bounding convex decomposition algorithms for single-sided mesh approximation 739 | #### Soft Occlusion Culling 740 | * [MaskedOcclusionCulling](https://github.com/GameTechDev/MaskedOcclusionCulling) Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm. 741 | * [snapdragon-oc](https://github.com/SnapdragonStudios/snapdragon-oc) Snapdragon™ Occlusion Culling (SDOC) 742 | * [intel_occlusion_cull](https://github.com/rygorous/intel_occlusion_cull) Intel's Software Occlusion Culling demo with my modifications 743 | * [Image-Space-Occlusion-Culling-Engine](https://github.com/lebarba/Image-Space-Occlusion-Culling-Engine) Image Space Occlusion Culling Engine optimized to perform occlusion culling in CPU. 744 | * [Janua](https://github.com/gigc/Janua) Open Source occlusion culling engine for 3D Scenes 745 | * [OcclusionCulling](https://github.com/GameTechDev/OcclusionCulling) software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance. 746 | * [rasterizer](https://github.com/rawrunprotected/rasterizer) This project is a state-of-the-art software occlusion culling system. 747 | * [vigilant-system](https://github.com/nlguillemot/vigilant-system) 748 | * [Horus-Unity-Occlusion-Culling](https://github.com/FerzanK/Horus-Unity-Occlusion-Culling) Occlusion culling for Unity 749 | #### Hardware Occlusion Queries 750 | #### Hierarchical-Z Buffer 751 | * [Hierarchical-Z-Buffer](https://github.com/nickdarnell/Hierarchical-Z-Buffer) 752 | #### Hierarchical Occlusion Map 753 | #### GPU-Driven 754 | * [Indirect-Rendering-With-Compute-Shaders](https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders) Compute shader: Frustum culling,Occlusion culling with HierarchicalZBuffer 755 | * [gpu_occlusion_culling_vk](https://github.com/sydneyzh/gpu_occlusion_culling_vk) GPU occlusion culling using compute shader with Vulkan 756 | * [niagara](https://github.com/zeux/niagara) A Vulkan renderer written from scratch on stream 757 | #### Other Cullings 758 | * [Unity-GPU-Based-Occlusion-Culling](https://github.com/przemyslawzaworski/Unity-GPU-Based-Occlusion-Culling) 759 | #### Imposter 760 | * [IMP](https://github.com/xraxra/IMP) billboard imposter baking for Unity 761 | * [URPIMP](https://github.com/hickVieira/URPIMP) IMP ported to URP 762 | * [ImpostorBaker](https://github.com/ictusbrucks/ImpostorBaker) UE4 Plugin for generating Impostors for static meshes 763 | #### LOD 764 | * [Planet-LOD](https://github.com/sp4cerat/Planet-LOD) Planet Rendering: Adaptive Spherical Level of Detail based on Triangle Subdivision 765 | #### HLOD 766 | * [HLODSystem](https://github.com/Unity-Technologies/HLODSystem) HLOD system 767 | #### Meshlets 768 | * [meshlete](https://github.com/JarkkoPFC/meshlete) Chop 3D objects to meshlets 769 | * [gl_vk_meshlet_cadscene](https://github.com/nvpro-samples/gl_vk_meshlet_cadscene) This OpenGL/Vulkan sample illustrates the use of "mesh shaders" for rendering CAD models. 770 | 771 | ## Spatial Data Structures 772 | * [HashDAG](https://github.com/Phyronnaz/HashDAG) Interactively Modifying Compressed Sparse Voxel Representations 773 | * [aabo](https://github.com/bryanmcnett/aabo) Axis Aligned Bounding Octahedron 774 | * [Transvoxel-XNA](https://github.com/BinaryConstruct/Transvoxel-XNA) Transvoxel implementation in C# for XNA 775 | #### CBT 776 | * [large_cbt](https://github.com/AnisB/large_cbt) Concurrent Binary Trees for Large-Scale Game Components, at Siggraph 2024 777 | #### Octree&Quadtree 778 | * [i-octree](https://github.com/zhujun3753/i-octree) [ICRA2024] Implementation of A Fast, Lightweight, and Dynamic Octree for Proximity Search 779 | * [UnityOctree](https://github.com/Nition/UnityOctree) A dynamic, loose octree implementation for Unity written in C# 780 | * [NativeTrees](https://github.com/bartofzo/NativeTrees) Burst compatible Octree and Quadtree for Unity 781 | * [NativeQuadtree](https://github.com/marijnz/NativeQuadtree) A Quadtree Native Collection for Unity DOTS 782 | * [ECS-Octree](https://github.com/Antypodish/ECS-Octree) Unity ECS based octree. 783 | #### SparseVoxelOctree 784 | * [ooc_svo_builder](https://github.com/Forceflow/ooc_svo_builder) Out-Of-Core Construction of Sparse Voxel Octrees - reference implementation 785 | * [SparseVoxelOctree](https://github.com/AdamYuan/SparseVoxelOctree) A GPU SVO Builder using rasterization pipeline, a efficient SVO ray marcher and a simple SVO path tracer. 786 | * [unity-sparse-voxel-octrees](https://github.com/xandergos/unity-sparse-voxel-octrees) A sparse voxel octree renderer, made for use with Unity. 787 | #### KDTree 788 | * [KDTree](https://github.com/viliwonka/KDTree) Fast KDTree for Unity, with thread-safe querying. 789 | * [KdTree](https://github.com/codeandcats/KdTree) A fast, generic, multi-dimensional Binary Search Tree written in C# 790 | * [KNN](https://github.com/ArthurBrussee/KNN) Fast K-Nearest Neighbour Library for Unity DOTS 791 | #### BVH 792 | * [three-mesh-bvh](https://github.com/gkjohnson/three-mesh-bvh) A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes. 793 | * [fcpw](https://github.com/rohan-sawhney/fcpw) fast distance and ray intersection queries 794 | * [bhh](https://github.com/bryanmcnett/bhh) Bounding Halfspace Hierarchy 795 | * [Fast-BVH](https://github.com/brandonpelfrey/Fast-BVH) A Simple, Optimized Bounding Volume Hierarchy for Ray/Object Intersection Testing 796 | * [bvh](https://github.com/madmann91/bvh) A modern C++ BVH construction and traversal library 797 | * [bvh](https://github.com/shinjiogaki/bvh) BVH STAR in Japanese 798 | * [tinybvh](https://github.com/jbikker/tinybvh) Single-header BVH construction and traversal library. 799 | * [bvh_article](https://github.com/jbikker/bvh_article) Code accompanying the blog post on bvh construction. 800 | * [nbvh](https://github.com/WeiPhil/nbvh) Source Code for "N-BVH: Neural ray queries with bounding volume hierarchies" (SIGGRAPH 2024) 801 | * [VkLBVH](https://github.com/MircoWerner/VkLBVH) GPU LBVH builder implemented in Vulkan and GLSL. 802 | * [HIP-BVH-Construction](https://github.com/Niravaana/HIP-BVH-Construction) experiments with BVH build algorithms on GPU. 803 | * [unity-tinybvh](https://github.com/andr3wmac/unity-tinybvh) An example implementation for tinybvh in Unity and a foundation for building compute based raytracing solutions. 804 | * [ComputeShaderBVHMeshHit](https://github.com/fuqunaga/ComputeShaderBVHMeshHit) Unity ComputeShader implementation of BVH(Bounding Volume Hierarchy) based mesh hit checking. 805 | * [UnityBoundingVolumeHeirachy](https://github.com/rossborchers/UnityBoundingVolumeHeirachy) Unity Bounding Volume Heirachy (BVH) 806 | #### SpatialHashing 807 | * [Unity_GPUNearestNeighbor](https://github.com/kodai100/Unity_GPUNearestNeighbor) Spatial Hashing Algorithm with GPU Acceleration 808 | #### SDF 809 | * [Discregrid](https://github.com/InteractiveComputerGraphics/Discregrid) A static C++ library for the generation of discrete functions on a box-shaped domain. This is especially suited for the generation of signed distance fields. 810 | * [IsoMesh](https://github.com/EmmetOT/IsoMesh) A group of related tools for Unity for converting meshes into signed distance field data, raymarching signed distance fields, and extracting signed distance field data back to meshes via surface nets or dual contouring. 811 | * [MeshToSDF](https://github.com/aman-tiwari/MeshToSDF) Unity. Computer Shader. JFD Generate SDF in realtime 812 | * [unity-sdf-generator](https://github.com/danielshervheim/Signed-Distance-Field-Generator) A Unity tool to generate signed distance field volumes (as Texture3D assets) from meshes. 813 | * [msdfgen](https://github.com/Chlumsky/msdfgen) Multi-channel signed distance field generator 814 | * [SDFGen](https://github.com/christopherbatty/SDFGen) A simple commandline utility to generate grid-based signed distance field (level set) generator from triangle meshes 815 | * [DeepSDF](https://github.com/facebookresearch/DeepSDF) Learning Continuous Signed Distance Functions for Shape Representation 816 | * [sdfu](https://github.com/termhn/sdfu) Signed Distance Field Utilities https://crates.io/crates/sdfu 817 | * [mTec](https://github.com/xx3000/mTec) Rendering the World Using a Single Triangle:Efficient Distance Field Rendering 818 | * [distance-occlusion](https://github.com/andrewwillmott/distance-occlusion) A library of distance and occlusion generation routines 819 | * [pb_CSG](https://github.com/karl-/pb_CSG) Constructive Solid Geometry (CSG) [csg.js](https://evanw.github.io/csg.js/) 820 | * [rust_test](https://github.com/sebbbi/rust_test) :thumbsup: 821 | * [snelly](https://github.com/portsmouth/snelly) A system for physically-based SDF (signed distance field) pathtracing in WebGL 822 | * [sdf-explorer](https://github.com/tovacinni/sdf-explorer) JCGT / I3D paper, "A Dataset and Explorer for 3D Signed Distance Functions". 823 | 824 | ## Transparency 825 | * [unity-dithered-transparency-shader](https://github.com/gkjohnson/unity-dithered-transparency-shader) Unity material and shader for applying clipped, dithered transparency 826 | * [Dithering-Unity3d](https://github.com/mcraiha/Dithering-Unity3d) Dithering algorithms for Unity3d 827 | * [PreMulAlpha](https://github.com/dtrebilco/PreMulAlpha) Pre-Multiplied blend mode 828 | #### OIT 829 | * [lucid](https://github.com/nadult/lucid) real-time GPU software rasterizer for exact OIT 830 | * [Order-Independent-Trasparency](https://github.com/PixelClear/Order-Independent-Trasparency) 831 | * [OIT_Lab](https://github.com/candycat1992/OIT_Lab) 832 | * [oitDemo](https://github.com/turol/oitDemo) Order Independent Transparency In OpenGL 4.x 833 | * [vk_order_independent_transparency](https://github.com/nvpro-samples/vk_order_independent_transparency) Demonstrates seven different techniques for order-independent transparency in Vulkan. 834 | * [PixelSyncOIT](https://github.com/chrismile/PixelSyncOIT) A demo for order independent transparency using pixel synchronization (GL_ARB_fragment_shader_interlock) 835 | #### Optimization 836 | * [OffScreenParticleRendering](https://github.com/slipster216/OffScreenParticleRendering) Off Screen Particle Rendering system for Unity 837 | Other..... 838 | * [TLVulkanRenderer](https://github.com/trungtle/TLVulkanRenderer) Vulkan-based renderer on real-time transparency 839 | 840 | ## Differentiable 841 | * [SoftRas](https://github.com/ShichenLiu/SoftRas) Project page of paper "Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning" 842 | * [redner](https://github.com/BachiLi/redner) Differentiable rendering without approximation. 843 | * [nvdiffrast](https://github.com/NVlabs/nvdiffrast) Nvdiffrast - Modular Primitives for High-Performance Differentiable Rendering. 844 | * [jrender](https://github.com/Jittor/jrender) Jrender 2.0 (Jittor渲染库) 845 | 846 | ## Math 847 | * [Eigen](https://gitlab.com/libeigen/eigen) :star: linear algebra: matrices, vectors, numerical solvers, and related algorithms. [Eigen](http://eigen.tuxfamily.org/) 848 | * [MathGeoLib](https://github.com/juj/MathGeoLib) :thumbsup: A C++ library for linear algebra and geometry manipulation for computer graphics 849 | * [GeometricTools](https://github.com/davideberly/GeometricTools) :thumbsup: A collection of source code for computing in the fields of mathematics, geometry, graphics, image analysis and physics. 850 | * [CGAL](https://github.com/CGAL/cgal) geometric algorithms in the form of a C++ library. 851 | * [Mathfs](https://github.com/FreyaHolmer/Mathfs) :thumbsup: Expanded Math Functionality for Unity 852 | * [glm](https://github.com/g-truc/glm) OpenGL Mathematics (GLM) https://glm.g-truc.net 853 | * [cglm](https://github.com/recp/cglm) Highly Optimized Graphics Math (glm) for C 854 | * [GlmSharp](https://github.com/Philip-Trettner/GlmSharp) Open-source semi-generated GLM-flavored math library for .NET/C# 855 | * [GEOS](http://trac.osgeo.org/geos) Geometry Engine 856 | * [klein](https://github.com/jeremyong/klein) P(R*_{3, 0, 1}) specialized SIMD Geometric Algebra Library https://jeremyong.com/klein 857 | * [oneMath](https://github.com/uxlfoundation/oneMath) oneAPI Math Library (oneMath) 858 | * [MTL](https://svn.simunova.com/svn/mtl4/trunk) Matrix Template Library, a linear algebra library for C++ programs. 859 | * [DirectXMath](https://github.com/Microsoft/DirectXMath) DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps 860 | * [polyscope](https://github.com/nmwsharp/polyscope) A prototyping-oriented UI for geometric algorithms https://polyscope.run 861 | * [geometry-central](https://github.com/nmwsharp/geometry-central) Applied 3D geometry in C++, with a focus on surface meshes. 862 | * [GeometRi.CSharp](https://github.com/RiSearcher/GeometRi.CSharp) Simple and lightweight computational geometry library for .Net 863 | * [geogram](https://github.com/BrunoLevy/geogram) a programming library with geometric algorithms 864 | * [geomc](https://github.com/trbabb/geomc) A c++ linear algebra template library 865 | * [geometry3Sharp](https://github.com/gradientspace/geometry3Sharp) [geometry4Sharp](https://github.com/NewWheelTech/geometry4Sharp) C# library for 2D/3D geometric computation, mesh algorithms, and so on 866 | * [fastapprox](https://github.com/romeric/fastapprox) Approximate and vectorized versions of common mathematical functions 867 | * [hlslpp](https://github.com/redorav/hlslpp) Math library using hlsl syntax with SSE/NEON support 868 | * [vml](https://github.com/valentingalea/vml) C++17 GLSL-like vector and matrix math lib 869 | * [mathfu](https://github.com/google/mathfu) C++ math library developed primarily for games focused on simplicity and efficiency. http://google.github.io/mathfu 870 | * [mathnet-numerics](https://github.com/mathnet/mathnet-numerics) Math.NET Numerics numerics.mathdotnet.com 871 | * [Terathon-Math-Library](https://github.com/EricLengyel/Terathon-Math-Library) C++ math library for 2D/3D/4D vector, matrix, quaternion, and geometric algebra. 872 | * [SuiteSparse](https://github.com/DrTimothyAldenDavis/SuiteSparse) The official SuiteSparse library: a suite of sparse matrix algorithms authored or co-authored by Tim Davis, Texas A&M University. 873 | * [MathUtilities](https://github.com/zalo/MathUtilities) :thumbsup: A collection of some of the neat math and physics tricks that I've collected over the last few years. 874 | * [just_math](https://github.com/ramakarl/just_math) Just Math - A collection of pure math demos for computer graphics. 875 | #### MathInShader 876 | * [ShaderFastLibs](https://github.com/michaldrobot/ShaderFastLibs) Shader libraries for fast shader opetations. 877 | #### SH 878 | * [sh-lib](https://github.com/andrewwillmott/sh-lib) Spherical/zonal harmonics library 879 | * [spherical-harmonics](https://github.com/google/spherical-harmonics) Spherical harmonics library 880 | * [sht](https://github.com/rlk/sht) Spherical Harmonic Tools 881 | * [shtns](https://bitbucket.org/nschaeff/shtns) Spherical Harmonic Transform library aimed at high performance numerical simulations in spherical geometries. It is very fast. 882 | * [IntegralSH](https://github.com/belcour/IntegralSH) Integrating Clipped Spherical Harmonics Expansions 883 | * [HLSL-Spherical-Harmonics](https://github.com/sebh/HLSL-Spherical-Harmonics) A collection of HLSL functions one can include to use spherical harmonics in shaders. 884 | * [SHTOOLS](https://github.com/SHTOOLS/SHTOOLS) SHTOOLS - Spherical Harmonic Tools https://shtools.github.io/SHTOOLS/ 885 | * [SHRotation](https://github.com/dwilliamson/SHRotation) Spherical Harmonic Rotation (Ivanic/Ruedenberg & Choi) 886 | #### Curve 887 | * [tinyspline](https://github.com/msteinbeck/tinyspline) ANSI C library for NURBS, B-Splines, and Bézier curves with interfaces for C++, C#, D, Go, Java, Javascript, Lua, Octave, PHP, Python, R, and Ruby. 888 | * [nurbs](https://github.com/StandardCyborg/nurbs) Non-Uniform Rational B-Splines (NURBS) of any dimensionality 889 | * [BezierInfo-2](https://github.com/Pomax/BezierInfo-2) The development repo for the Primer on Bézier curves, https://pomax.github.io/bezierinfo 890 | #### FFT 891 | * [benchmarking-fft](https://github.com/project-gemmi/benchmarking-fft) choosing FFT library 892 | * [VkFFT](https://github.com/DTolm/VkFFT) Vulkan Fast Fourier Transform library 893 | * [GLFFT](https://github.com/Themaister/GLFFT) A C++11/OpenGL library for the Fast Fourier Transform 894 | * [dj_fft](https://github.com/jdupuy/dj_fft) Header only FFT library 895 | #### Sampling 896 | * [SamplinSafari](https://github.com/wkjarosz/SamplinSafari) :thumbsup: Samplin' Safari is a research tool to visualize and interactively inspect high-dimensional (quasi) Monte Carlo samplers. 897 | * [libsampling](https://github.com/thu-vis/libsampling) A library of sampling algorithms 898 | * [poisson-disk-generator](https://github.com/corporateshark/poisson-disk-generator) Poisson disk points generator in C++ in a single file 899 | * [poisson-disc-sampling](https://github.com/udit/poisson-disc-sampling) Poisson Disc Sampling in GDScript for Godot 900 | * [stochastic-generation](https://github.com/Andrew-Helmer/stochastic-generation) C++ implementation of "Stochastic Generation of (t,s) Sample Sequences", by Helmer, Christensen, and Kensler (2021) 901 | * [LindeBuzoGrayStippling](https://github.com/MarcSpicker/LindeBuzoGrayStippling) An interactive demo application for the algorithm proposed in our SIGGRAPH Asia 2017 technical paper. 902 | * [SampleZoo](https://github.com/Atrix256/SampleZoo) Simple implementations of sampling patterns, with objective tests to compare them 903 | #### Random 904 | * [pcg-cpp](https://github.com/imneme/pcg-cpp) PCG Random Number Generation 905 | 906 | ## Image&Color 907 | #### Noise 908 | * [fastnoise](https://github.com/electronicarts/fastnoise) Filter-adapted Spatiotemporal Sampling for Real-Time Rendering 909 | * [procedural-tileable-shaders](https://github.com/tuxalin/procedural-tileable-shaders) Collection of tileable procedural textures such as: cellular noise, fbm, voronoi, perlin and other. 910 | * [FastNoiseLite](https://github.com/Auburn/FastNoiseLite) Fast Portable Noise Library - C# C++ C Java(Script) HLSL GLSL 911 | * [FastNoise2](https://github.com/Auburn/FastNoise2) Modular node graph based noise generation library using SIMD, C++17 and templates 912 | * [LibNoise.Unity](https://github.com/ricardojmendez/LibNoise.Unity) [libnoise](http://libnoise.sourceforge.net/index.html) Coherent noise library for Unity, a port of LibNoise 913 | * [webgl-noise](https://github.com/stegu/webgl-noise) :star: Procedural Noise Shader Routines compatible with WebGL 914 | * [Wombat](https://github.com/BrianSharpe/Wombat) An efficient texture-free GLSL procedural noise library 915 | * [GPU-Noise-Lib](https://github.com/BrianSharpe/GPU-Noise-Lib) Optimized GPU noise functions and utilities http://briansharpe.wordpress.com/ 916 | * [NoiseShader](https://github.com/keijiro/NoiseShader) Noise shader library for Unity 917 | * [OpenSimplex2](https://github.com/KdotJPG/OpenSimplex2) Successors to OpenSimplex Noise, plus updated OpenSimplex. 918 | * [Accidental Noise Library](http://accidentalnoise.sourceforge.net/) generating Perlin noise and other forms of noise in a modular fashion. 919 | * [VisualNoiseDesigner](https://github.com/x0r04rg/VisualNoiseDesigner) Visual Noise Designer for Unity 920 | * [TileableVolumeNoise](https://github.com/sebh/TileableVolumeNoise) Collection of functions that can be used to generate tileable volume/3d noise. An exemple of volume noise functions that can be specifically used for clouds is also presented. 921 | * [CloudNoiseGen](https://github.com/Fewes/CloudNoiseGen) A static utility class for Unity which handles generating and loading periodic, cloud-like (perlin-worley) 3D noise textures on the GPU. 922 | * [BlueNoiseGenerator](https://github.com/bartwronski/BlueNoiseGenerator) an implementation of a Siggraph 2016 paper "Blue-noise Dithered Sampling" by Iliyan Georgiev and Marcos Fajardo from Solid Angle 923 | * [LowDiscBlueNoise](https://github.com/dcoeurjo/LowDiscBlueNoise) generate 2D point sets which have both low discrepancy and Blue-Noise properties. 924 | * [psrdnoise](https://github.com/stegu/psrdnoise) Tiling simplex flow noise in 2-D and 3-D compatible with GLSL 1.20 (WebGL 1.0) and above. 925 | #### Computer Vision 926 | * [OpenCV](https://github.com/opencv/opencv) Open Source Computer Vision Library. C# Wrapper [opencvsharp](https://github.com/shimat/opencvsharp) 927 | * [unrealcv](https://github.com/unrealcv/unrealcv) UnrealCV: Connecting Computer Vision to Unreal Engine 928 | #### Image 929 | * [bimg](https://github.com/bkaradzic/bimg) :thumbsup: Image library. 930 | * [OpenImageIO](https://github.com/OpenImageIO/oiio) OpenImageIO http://www.openimageio.org 931 | * [ImageSharp](https://github.com/SixLabors/ImageSharp) A cross-platform library for the processing of image files; written in C# 932 | * [ImageMagick](https://github.com/ImageMagick/ImageMagick) create, edit, compose, or convert bitmap images. It can read and write images in a variety of formats (over 200) 933 | * [ImageViewer](https://github.com/kopaka1822/ImageViewer) HDR, PFM, DDS, KTX, EXR, PNG, JPG, BMP image viewer and manipulator 934 | * [GIMP](https://github.com/GNOME/gimp) The GNU Image Manipulation Program 935 | * [psd_sdk](https://github.com/MolecularMatters/psd_sdk) A C++ library that directly reads Photoshop PSD files. 936 | * [hdrview](https://github.com/wkjarosz/hdrview) High-dynamic range image viewer with an emphasis on examining and comparing images, and including minimalistic tonemapping capabilities. 937 | * [Luminance HDR](https://github.com/LuminanceHDR/LuminanceHDR) A complete workflow for HDR imaging. 938 | * [DirectXTex](https://github.com/microsoft/DirectXTex) DirectXTex texture processing library [walbourn.github.io/directxtex/](https://walbourn.github.io/directxtex/) 939 | #### VectorGraphics 940 | * [vg-renderer](https://github.com/jdryg/vg-renderer) A vector graphics renderer for bgfx, based on ideas from NanoVG and ImDrawList (Dear ImGUI) 941 | * [blaze](https://github.com/aurimasg/blaze) Multi-threaded, CPU-based vector graphics rasterizer. 942 | 943 | #### TextureCompressed 944 | * [RTXNTC](https://github.com/NVIDIA-RTX/RTXNTC) NVIDIA Neural Texture Compression SDK 945 | * [nv_dds](https://github.com/paroj/nv_dds) DDS image loader for OpenGL/ OpenGL ES2 http://paroj.github.io/nv_dds/ 946 | * [nvidia-texture-tools](https://github.com/castano/nvidia-texture-tools) Texture processing tools with support for Direct3D 10 and 11 formats. 947 | * [crunch](https://github.com/BinomialLLC/crunch) Advanced DXTc texture compression and transcoding library http://binomial.info 948 | * [unity-ycca-subsampling](https://github.com/n-yoda/unity-ycca-subsampling) [ChromaPack](https://github.com/keijiro/ChromaPack) YCCA chroma subsampling technique 949 | * [basis_universal](https://github.com/BinomialLLC/basis_universal) :star: Basis Universal GPU Texture and Texture Video Compression Codec 950 | * [bc7enc](https://github.com/richgel999/bc7enc) Single source file BC1-5 and BC7 encoders and BC1-5/7 decoders with MIT or Public Domain licenses 951 | * [bcdec](https://github.com/iOrange/bcdec) Small header-only C library to decompress any BC compressed image 952 | * [astc-encoder](https://github.com/ARM-software/astc-encoder) This is the official repository for the Arm ASTC Encoder, a texture compressor for the Adaptive Scalable Texture Compression data format. 953 | * [brotli_g_sdk](https://github.com/GPUOpen-LibrariesAndSDKs/brotli_g_sdk) Brotli-G SDK provides an improved lossless compression ratio with GPU decompression support than the standard Brotli compression algorithm maintained by the IETF (also known as RFC7932) 954 | * [betsy](https://github.com/darksylinc/betsy) Betsy aims to be a GPU compressor for various modern GPU compression formats such as BC6H, purposedly written in GLSL so that it can be easily incorporated into OpenGL and Vulkan projects. 955 | * [Goofy](https://github.com/SergeyMakeev/Goofy) Goofy - Realtime DXT1/ETC1 encoder 956 | * [UnityGPUTexCompression](https://github.com/aras-p/UnityGPUTexCompression/) How to do DXT/BCn texture compression in Unity using compute shaders 957 | * [GPURealTimeBC6H](https://github.com/knarkowicz/GPURealTimeBC6H) Real-time BC6H compression on GPU 958 | * [ISPCTextureCompressor](https://github.com/GameTechDev/ISPCTextureCompressor) ISPC Texture Compressor 959 | * [tev](https://github.com/Tom94/tev) High dynamic range (HDR) image comparison tool for graphics people with an emphasis on OpenEXR images. 960 | * [KtxUnity](https://github.com/atteneder/KtxUnity) :thumbsup: Load KTX and Basis Universal textures at runtime 961 | * [qoi](https://github.com/phoboslab/qoi) The “Quite OK Image” format for fast, lossless image compression 962 | * [libspng](https://github.com/randy408/libspng) Simple, modern libpng alternative https://libspng.org/ 963 | * [fpng](https://github.com/richgel999/fpng) Super fast C++ .PNG writer/reader 964 | 965 | #### Color 966 | * [OpenColorIO](https://github.com/imageworks/OpenColorIO) A color management framework for visual effects and animation http://opencolorio.org 967 | * [GLSL-Color-Spaces](https://github.com/tobspr/GLSL-Color-Spaces) Utility functions to convert between various color spaces in GLSL 968 | * [colour](https://github.com/colour-science/colour) Colour Science for Python https://www.colour-science.org [colour-unity](https://github.com/colour-science/colour-unity) 969 | * [color](https://github.com/dmilos/color) ++ library thats implemets class color. Available models: RGB, HSL, HSV, CMY, CMYK, YIQ, YUV and growing. 970 | * [colormap-shaders](https://github.com/kbinani/colormap-shaders) A collection of shaders to draw color maps. 971 | * [mixbox](https://github.com/scrtwpns/mixbox) :thumbsup: Mixbox is a library for natural color mixing based on real pigments. 972 | 973 | ## Mesh 974 | #### IO 975 | * [ufbx](https://github.com/ufbx/ufbx) :thumbsup: Single source file FBX loader 976 | * [assimp](https://github.com/assimp/assimp) A library to import and export various 3d-model-formats 977 | * [open3mod](https://github.com/acgessler/open3mod) Open 3D Model Viewer - A quick and powerful 3D model viewer 978 | * [DirectXMesh](https://github.com/Microsoft/DirectXMesh) DirectXMesh geometry processing library 979 | * [OpenFBX](https://github.com/nem0/OpenFBX) Lightweight open source FBX importer 980 | * [fast_obj](https://github.com/thisistherk/fast_obj) Fast C OBJ parser 981 | #### Subdivision 982 | * [OpenSubdiv](https://github.com/PixarAnimationStudios/OpenSubdiv) An Open-Source subdivision surface library. http://graphics.pixar.com/opensubdiv 983 | #### Simplification 984 | * [CWF](https://github.com/Xrvitd/CWF) Consolidating Weak Features in High-quality Mesh Simplification 985 | * [Fast-Quadric-Mesh-Simplification](https://github.com/sp4cerat/Fast-Quadric-Mesh-Simplification) Mesh triangle reduction using quadrics 986 | * [UnityMeshSimplifier](https://github.com/Whinarn/UnityMeshSimplifier) Mesh simplification for Unity. 987 | * [simplify](https://github.com/fogleman/simplify) Implementation of Surface Simplification Using Quadric Error Metrics, SIGGRAPH 97, written in Go. 988 | * [SeamAwareDecimater](https://github.com/songrun/SeamAwareDecimater) Mesh simplification with UV's boundary preserved 989 | * [BunnyLOD](https://github.com/dougbinks/BunnyLOD) Cross platform GLFW based port of Stan Melax's BunnyLOD Easy Mesh Simplification 990 | #### Deform 991 | * [UnityPenetrationTech](https://github.com/naelstrof/UnityPenetrationTech) A gpu-based deformation system for mapping penetrators along orifice paths. 992 | * [Deform](https://github.com/keenanwoodall/Deform) A framework for deforming meshes in the editor and at runtime in Unity. 993 | #### DelaunayTriangulation 994 | * [Triangle.NET](https://github.com/wo80/Triangle.NET) :thumbsup: C# / .NET version of Jonathan Shewchuk's Triangle mesh generator. [Triangle.Net-for-Unity](https://github.com/Nox7atra/Triangle.Net-for-Unity) 995 | * [voronoi](https://github.com/JCash/voronoi) A C implementation for creating 2D voronoi diagrams 996 | * [poly2tri](https://github.com/greenm01/poly2tri) Fast and Robust Simple Polygon Triangulation With/Without Holes [poly2tri-cs](https://github.com/MaulingMonkey/poly2tri-cs) 997 | * [CDT](https://github.com/artem-ogre/CDT) C++ library for constrained Delaunay triangulation (CDT) 998 | * [delaunator](https://github.com/mapbox/delaunator) An incredibly fast JavaScript library for Delaunay triangulation of 2D points 999 | * [unity-triangulation2D](https://github.com/mattatz/unity-triangulation2D) Ruppert's Delaunay Refinement Algorithm in Unity 1000 | * [unity-delaunay-triangulation](https://github.com/komietty/unity-voronoi) Voronoi mesh generator 1001 | * [Constrained_Delaunay_Triangulation](https://github.com/Samson-Mano/Constrained_Delaunay_Triangulation) Constrained Delaunay Triangulation (CDT) of a random surface domain. 1002 | * [Hull-Delaunay-Voronoi](https://github.com/Scrawk/Hull-Delaunay-Voronoi) Hull, Delaunay and Voronoi algorithms in Unity 1003 | * [BurstTriangulator](https://github.com/andywiecko/BurstTriangulator) 2d Delaunay triangulation with mesh refinement for Unity with Burst compiler 1004 | #### Hull 1005 | * [3d-quickhull](https://github.com/karimnaaji/3d-quickhull) Header only 3d quickhull in c99 http://www.karim.naaji.fr/projects/quickhull 1006 | * [qhull](https://github.com/qhull/qhull) Qhull development for www.qhull.org 1007 | * [unity-convexhull](https://github.com/komietty/unity-convexhull) Realtime convexhull generator 1008 | #### Delaunay&Destruction 1009 | * [unity-delaunay](https://github.com/OskarSigvardsson/unity-delaunay) A Delaunay/Voronoi library for Unity, and a simple destruction effect 1010 | * [Boom.unity](https://github.com/OskarSigvardsson/Boom.unity) Destruction effect in unity 1011 | * [ScamScatter](https://github.com/danbystrom/ScamScatter) Open Source Real time procedural mesh destruction for Unity3D 1012 | * [unity-destruction](https://github.com/williambl/unity-destruction) An open-source script to destroy objects realistically in Unity3D. 1013 | * [OpenFracture](https://github.com/dgreenheck/OpenFracture) Open source mesh slicing/fracturing utility for Unity 1014 | #### Slicer 1015 | * [ezy-slice](https://github.com/DavidArayan/ezy-slice) :thumbsup: An open source mesh slicer framework for Unity3D Game Engine. Written in C#. 1016 | * [Unity-Plane-Mesh-Splitter](https://github.com/artnas/Unity-Plane-Mesh-Splitter) Split large meshes in Unity into smaller submeshes 1017 | #### Modeling 1018 | * [Dust3D](https://github.com/huxingyi/dust3d) :thumbsup: a cross-platform 3D modeling software. Auto UV unwrapping, auto rigging with PBR Material support, pose and motion authoring all in one. https://dust3d.org/ 1019 | * [meshlab](https://github.com/cnr-isti-vclab/meshlab) MeshLab is mostly based on the mesh processing library VCGlib 1020 | * [Mesh-processing-library](https://github.com/Microsoft/Mesh-processing-library) mesh processing techniques in computer graphics published at ACM SIGGRAPH in 1992–1998 1021 | * [pmp-library](https://github.com/pmp-library/pmp-library) The Polygon Mesh Processing Library 1022 | * [PyMesh](https://github.com/qnzhou/PyMesh) a rapid prototyping platform focused on geometry processing https://pymesh.readthedocs.io 1023 | * [trimesh](https://github.com/mikedh/trimesh) Python library for loading and using triangular meshes. 1024 | * [libigl](https://github.com/libigl/libigl) Simple C++ geometry processing library. 1025 | * [libmesh](https://github.com/libMesh/libmesh) libMesh github repository [libmesh.github.io](https://libmesh.github.io/) 1026 | * [instant-meshes](https://github.com/wjakob/instant-meshes) Interactive field-aligned mesh generator 1027 | * [openmesh](https://www.openmesh.org/) A generic and efficient polygon mesh data structure 1028 | * [openflipper](https://www.openflipper.org/) programming framework designed for processing, modeling and rendering of geometric data. 1029 | * [cinolib](https://github.com/mlivesu/cinolib) A generic programming header only C++ library for processing polygonal and polyhedral meshes 1030 | * [mmg](https://github.com/MmgTools/mmg) open source software for bidimensional and tridimensional remeshing http://www.mmgtools.org 1031 | * [Directional](https://github.com/avaxman/Directional) Directional is a C++ library for creating, manipulating and visualizing directional fields on 3D meshes 1032 | * [Easy3D](https://github.com/LiangliangNan/Easy3D) A lightweight, easy-to-use, and efficient C++ library for processing and rendering 3D data 1033 | #### Sketch 1034 | * [monster-mash](https://github.com/google/monster-mash) A new sketch-based modeling and animation tool that allows you to quickly sketch a character, inflate it into 3D, and promptly animate it. 1035 | #### Optimization 1036 | * [meshoptimizer](https://github.com/zeux/meshoptimizer) Mesh optimization library that makes indexed meshes more GPU-friendly 1037 | * [NvTriStrip](https://github.com/turbulenz/NvTriStrip) NvTriStrip library and NvTriStripper tool 1038 | #### Compress 1039 | * [Compressonator](https://github.com/GPUOpen-Tools/Compressonator) Tool suite for Texture and 3D Model Compression, Optimization and Analysis using CPUs, GPUs and APUs 1040 | * [draco](https://github.com/google/draco) compressing and decompressing 3D geometric meshes and point clouds. 1041 | #### Reconstruction 1042 | * [meshroom](https://github.com/alicevision/meshroom) :star: 3D Reconstruction Software based on the [AliceVision](https://github.com/alicevision/AliceVision) framework. 1043 | * [openMVG](https://github.com/openMVG/openMVG) open Multiple View Geometry library. Basis for 3D computer vision and Structure from Motion. 1044 | #### Direction fields 1045 | * [fieldgen](https://github.com/GeometryCollective/fieldgen) Generates high-quality, optimally smooth tangent direction fields on triangle meshes. 1046 | 1047 | ## UI 1048 | * [imgui](https://github.com/ocornut/imgui) :star: Dear ImGui: Bloat-free Immediate Mode Graphical User interface for C++ with minimal dependencies 1049 | * [ImGuizmo](https://github.com/CedricGuillemet/ImGuizmo) Immediate mode 3D gizmo for scene editing and other controls based on Dear Imgui 1050 | * [nanovg](https://github.com/memononen/nanovg) Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations. 1051 | * [nanogui](https://github.com/wjakob/nanogui) Minimalistic GUI library for OpenGL 1052 | * [nuklear](https://github.com/vurtun/nuklear) A single-header ANSI C gui library 1053 | * [AnttWeakbar](https://sourceforge.net/projects/anttweakbar/) a light and intuitive GUI into OpenGL or DirectX based programs to interactively tweak parameters on-screen. 1054 | 1055 | ## Util 1056 | * [raylib](https://www.raylib.com/) A simple and easy-to-use library to enjoy videogames programming 1057 | * [stb](https://github.com/nothings/stb) single-file public domain (or MIT licensed) libraries for C/C++ 1058 | * [debug-draw](https://github.com/glampert/debug-draw) Immediate-mode, renderer agnostic, lightweight debug drawing API. 1059 | #### GPGPU 1060 | * [arrayfire](https://github.com/arrayfire/arrayfire) ArrayFire: a general purpose GPU library. 1061 | * [hipSYCL](https://github.com/illuhad/hipSYCL) Implementation of SYCL for CPUs, AMD GPUs, NVIDIA GPUs 1062 | * [Amplifier.NET](https://github.com/tech-quantum/Amplifier.NET) Amplifier allows .NET developers to easily run complex applications with intensive mathematical computation on Intel CPU/GPU, NVIDIA, AMD without writing any additional C kernel code. 1063 | * [moderngpu](https://github.com/moderngpu/moderngpu) Patterns and behaviors for GPU computing 1064 | * [ILGPU](https://github.com/m4rs-mt/ILGPU) ILGPU JIT Compiler for high-performance .Net GPU programs www.ilgpu.net 1065 | * [gpu-io](https://github.com/amandaghassaei/gpu-io) A GPU-accelerated computing library for running physics simulations and other GPGPU computations in a web browser. 1066 | #### JIT 1067 | * [taichi](https://github.com/taichi-dev/taichi) Productive & portable high-performance programming in Python. taichi-lang.org 1068 | * [Halide](https://github.com/halide/Halide) a language for fast, portable data-parallel computation halide-lang.org 1069 | * [warp](https://github.com/NVIDIA/warp) A Python framework for high performance GPU simulation and graphics 1070 | * [drjit](https://github.com/mitsuba-renderer/drjit) Dr.Jit — A Just-In-Time-Compiler for Differentiable Rendering 1071 | #### GPU 1072 | * [perftest](https://github.com/sebbbi/perftest) GPU texture/buffer performance tester 1073 | 1074 | ## VFX 1075 | * [UnityExperiments](https://github.com/MaxSigma/UnityExperiments) Collection of experimental Unity Projects 1076 | * [ShadersForFun](https://github.com/cinight/ShadersForFun) ShadersForFun 1077 | * [smo-shaders](https://github.com/daniel-ilett/smo-shaders) A collection of shaders to replicate those used in Super Mario Odyssey's Snapshot Mode. 1078 | * [shader-graph-nodes](https://github.com/gilescoope/shader-graph-nodes) Custom Nodes for Unity Shader Graph 1079 | #### Minecraft 1080 | * [Wisdom-Shaders](https://github.com/bobcao3/Wisdom-Shaders) A Minecraft shaderspack. Offers high performance with high quality at the same time. https://qionouu.cn/ 1081 | * [Ebin-Shaders](https://github.com/BruceKnowsHow/Ebin-Shaders) This is a Minecraft shaderpack for use with Optifine. 1082 | * [robobo1221Shaders](https://github.com/robobo1221/robobo1221Shaders) 1083 | #### MetaBlobs 1084 | * [MetaBlob](https://github.com/danielzeller/MetaBlob) Meta Blobs for Unity 3D. 1085 | * [unity-metaball](https://github.com/qine/unity-metaball) unity-metaball 1086 | #### Transitions 1087 | * [gl-transitions](https://github.com/gl-transitions/gl-transitions) :thumbsup: The open collection of GL Transitions https://gl-transitions.com/ 1088 | * [ScreenManager](https://github.com/Xerios/ScreenManager) Flexible way to manage screens with transitions for Unity 1089 | #### Mesh Cut 1090 | * [cross-section](https://assetstore.unity.com/packages/vfx/shaders/cross-section-66300) create a cross section through meshes 1091 | * [UnityScreenSpaceBoolean](https://github.com/hecomi/UnityScreenSpaceBoolean) Screen Space Boolean Implementation for Unity. 1092 | * [3DXRayShader_Unity](https://github.com/MdIqubal/3DXRayShader_Unity) Surface shader. Clips a Model with given plane , applies fresnel on clipped part and highlights the cross section. 1093 | #### PageCurl 1094 | * [Unity3DBookPageCurl](https://github.com/Dandarawy/Unity3DBookPageCurl) Page curl effect for Unity3D using native UI tools 1095 | #### Projector 1096 | * [ProjectorForLWRP](https://github.com/nyahoon-games/ProjectorForLWRP) Projector component 1097 | * [DynamicShadowProjectorExtensionForLWRP](https://github.com/nyahoon-games/DynamicShadowProjectorExtensionForLWRP) 1098 | #### Decal 1099 | * [driven-decals](https://github.com/Anatta336/driven-decals) A mesh-based PBR decal system for Unity's universal render pipeline. 1100 | * [MeshDecal](https://github.com/Fewes/MeshDecal) A simple mesh decal component for Unity 1101 | * [ProjectionSpray](https://github.com/sugi-cho/ProjectionSpray) Draw spray to 3D model with Unity. 1102 | * [Splatoonity](https://github.com/SquirrelyJones/Splatoonity) Splatoon like painting in Unity 3D 1103 | * [UnityURPUnlitScreenSpaceDecalShader](https://github.com/ColinLeung-NiloCat/UnityURPUnlitScreenSpaceDecalShader) Unity unlit screen space decal shader for URP. 1104 | * [kDecals](https://github.com/Kink3d/kDecals) Projection Decals for Unity's Universal Render Pipeline. 1105 | * [AirSticker](https://github.com/CyberAgentGameEntertainment/AirSticker) Air Sticker is a decal system that addresses the limitations of URP decals and has a low impact on performance. 1106 | * [DMDecalBuffer](https://github.com/DMeville/DMDecalBuffer) Rendering decals to an offscreen buffer in URP for shader effects 1107 | * [SkinnedMeshDecals](https://github.com/naelstrof/SkinnedMeshDecals) An example of rendering decals on SkinnedMesh Renderers in Unity. 1108 | #### OutLine 1109 | * [UnityFx.Outline](https://github.com/Arvtesh/UnityFx.Outline) Screen-space outlines for Unity3d. 1110 | * [Outline-Effect](https://github.com/cakeslice/Outline-Effect) Outline Image Effect for Unity 1111 | * [PixelBaseOutlinePostProcessing](https://github.com/vux427/PixelBaseOutlinePostProcessing) use some unity graphic API to display outline post processing. 1112 | * [Outlined-Diffuse-Shader-Fixed](https://github.com/Shrimpey/Outlined-Diffuse-Shader-Fixed) This is a fixed version of diffused outline shader from http://wiki.unity3d.com/index.php/Outlined_Diffuse_3 1113 | * [UltimateOutline](https://github.com/Shrimpey/UltimateOutline) The easiest way to achieve outlines in unity. 1114 | * [UnityOutlineShader](https://github.com/IronWarrior/UnityOutlineShader) Source code for Outline Shader tutorial for Unity. Detects edges in a scene using the depth and normals buffers. 1115 | #### Motion 1116 | * [AmplifyMotion](https://github.com/AmplifyCreations/AmplifyMotion) Amplify Motion was the first Full-scene Motion Blur extension for Unity 1117 | * [URP-Simple-Per-Object-Motion-Blur](https://github.com/Estradel/URP-Simple-Per-Object-Motion-Blur) A simple implementation of a Per-object motion blur effect for Unity URP 1118 | * [ProceduralMotion](https://github.com/keijiro/ProceduralMotion) A collection of procedural motion scripts for Unity 1119 | #### Portal 1120 | * [unity-portal-rendering](https://github.com/pr0g/unity-portal-rendering) Super small example of using offscreen render targets to achieve a portal effect in Unity 1121 | * [shaders-portal](https://github.com/daniel-ilett/shaders-portal) A showcase of shader effects to replicate portals in videogames. 1122 | #### Fractal 1123 | * [ElectricSheep_WebGL](https://github.com/richardassar/ElectricSheep_WebGL) WebGL Electric Sheep Renderer 1124 | #### InteriorMapping 1125 | * [Unity-InteriorMapping](https://github.com/Gaxil/Unity-InteriorMapping) Interior mapping shader for Unity with a sample scene. 1126 | #### Dissolve 1127 | * [VerticalDissolve](https://github.com/AdultLink/VerticalDissolve) Procedural vertical dissolve shader. Highly customizable. Tweak edge color, noisiness & waviness, rim light, emission scrolling and more. 1128 | #### HoloShield 1129 | * [HoloShield](https://github.com/AdultLink/HoloShield) Highly customizable sci-fi shield / force field shader for Unity3D. 1130 | #### Glitch 1131 | * [CyberPunkEffect](https://github.com/smkplus/CyberPunkEffect) Cyberpunk 2077 Scanning Effect 1132 | #### SmearFrame 1133 | * [SmearFrame](https://github.com/LuggLD/SmearFrame) Unreal Engine 4 smear frame material effect 1134 | * [SmokeBlur](https://github.com/nobnak/SmokeBlur) 1135 | #### Matcap 1136 | * [matcaps](https://github.com/nidorx/matcaps) Huge library of matcap PNG textures organized by color 1137 | * [spherical-environment-mapping](https://github.com/spite/spherical-environment-mapping) Spherical Environment Mapping GLSL Shader 1138 | * [matcap-studio](https://github.com/kchapelier/matcap-studio) An utility to tweak matcaps, with realtime visual feedback. 1139 | * [UnityMatCapShader](https://github.com/inoook/UnityMatCapShader) Unity MatCap shader 1140 | #### EchoFX 1141 | * [unity_echofx](https://github.com/joscanper/unity_echofx) The Division ECHO fx implemented in Unity3D 1142 | #### Scan 1143 | * [Post-Processing-Scan](https://github.com/MirzaBeig/Post-Processing-Scan) A 3D scan/sonar-like post-processing effect for Unity. Essentially a visualization of a spherical signed distance field (SDF). 1144 | #### Cubism 1145 | * [Cubism-Shader](https://github.com/IRCSS/Cubism-Shader) A shader that creates a cubism effect based on voronoi segmentation in Unity 3d 1146 | #### Wireframe 1147 | * [unity-solidwire-shader](https://github.com/Milun/unity-solidwire-shader) A simple shader which renders stylized wireframes while staying true (within reason) to the visual style of the Vectrex 1148 | #### Growth 1149 | * [hedera](https://github.com/radiatoryang/hedera) paint 3D ivy in the Unity Editor, watch procedurally generated meshes simulate growth and clinging in real-time 1150 | #### BleedingEdge 1151 | * [BleedingEdgeEffects_GDC_2020](https://github.com/asaia/BleedingEdgeEffects_GDC_2020) Demo Project for Bleeding Edge Effects on Mobile 2020 GDC talk 1152 | #### Cone Light 1153 | * [GPU-Line-of-Sight](https://github.com/EntroPi-Games/GPU-Line-of-Sight) GPU Line of Sight / Field of View visualization for Unity 1154 | * [unity_coneofsightfx](https://github.com/joscanper/unity_coneofsightfx) This project shows how to implement Commandos cone of sight fx in Unity3D. 1155 | * [VisionConeDemo](https://github.com/phanshaw/VisionConeDemo) A demo of using URP RenderFeatures to add a vision cone rendering pass 1156 | #### Fog Of War 1157 | * [FOW](https://github.com/BentleyBlanks/FOW) Some possible implementations of 'Fog of War' 1158 | #### VFXGraph 1159 | * [HDRP-Fluvio](https://github.com/miketucker/HDRP-Fluvio) Some early tests of FluvioFX with VFX Graph and HDRP 1160 | #### Compute Shader Effect 1161 | * [FinalAudition](https://github.com/bonzajplc/FinalAudition) A complete remake of 2005 demo "Final Audition" by Plastic 1162 | #### Others 1163 | * [Anime-Speed-Lines](https://github.com/MirzaBeig/Anime-Speed-Lines) Post-processing effect to procedurally generate a anime/manga-style vignette of lines typically used to portray speed or surprise. 1164 | 1165 | ## Tools 1166 | #### UE4 1167 | * [UnrealEngine](https://github.com/Gforcex/OpenGraphic/blob/master/UnrealEngine.md) 1168 | #### Unity 1169 | * [Unity](https://github.com/Gforcex/OpenGraphic/blob/master/Unity.md) 1170 | #### DataExchange 1171 | * [Unity-AlembicToVAT](https://github.com/Gaxil/Unity-AlembicToVAT) Alembic to VAT (Vertex Animation Texture) mini tool 1172 | * [Unity3D-VATUtils](https://github.com/Bonjour-Interactive-Lab/Unity3D-VATUtils) Extension of VAT shader form sideFX houdini with various utils for Unity 1173 | * [VFXGraphSandbox](https://github.com/fuqunaga/VFXGraphSandbox) Unity VFX Graph technical experiment. 1174 | * [alembic](https://github.com/alembic/alembic) Alembic is an open framework for storing and sharing scene data that includes a C++ library, a file format, and client plugins and applications. http://alembic.io/ 1175 | * [AlembicImporter](https://github.com/unity3d-jp/AlembicImporter) Alembic importer and exporter plugin for Unity 1176 | #### Baker 1177 | * [SpecularProbes](https://github.com/zulubo/SpecularProbes) Bake specular highlights into Unity Reflection Probes, allowing baked lights to cast sharp specular highlights for free 1178 | * [Unity-PivotBaking](https://github.com/Gaxil/Unity-PivotBaking) Pivot baking in unity 1179 | * [pbr_baker](https://github.com/hypernewbie/pbr_baker) PBR Baker - open source multi-functional baking tool for BRDF related work 1180 | #### Shader 1181 | * [Pyramid](https://github.com/jbarczak/Pyramid) :thumbsup: Pyramid Shader Analyzer 1182 | * [shader-playground](https://github.com/tgjones/shader-playground) :thumbsup: Shader compilers http://shader-playground.timjones.io 1183 | * [glsl-optimizer](https://github.com/aras-p/glsl-optimizer) :star: GLSL optimizer based on Mesa's GLSL compiler. 1184 | * [glslang](https://github.com/KhronosGroup/glslang) Khronos reference front-end for GLSL and ESSL, and sample SPIR-V generator 1185 | * [naga](https://github.com/gfx-rs/naga) Universal shader translation in Rust 1186 | * [shaderc](https://github.com/google/shaderc) A collection of tools, libraries and tests for shader compilation. 1187 | * [ShaderConductor](https://github.com/microsoft/ShaderConductor) ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages 1188 | * [graphicsfuzz](https://github.com/google/graphicsfuzz) A testing framework for automatically finding and simplifying bugs in graphics shader compilers. 1189 | * [ComputeSharp](https://github.com/Sergio0694/ComputeSharp) A .NET Standard 2.1 library to run C# code in parallel on the GPU through DX12 and dynamically generated HLSL compute shaders 1190 | * [SPIRV-VM](https://github.com/dfranx/SPIRV-VM) Virtual machine for executing SPIR-V 1191 | * [Shader_Minifier](https://github.com/laurentlb/Shader_Minifier) Minify and obfuscate GLSL or HLSL code 1192 | * Shader HighLighting: [HlslTools](https://github.com/tgjones/HlslTools) [nshader](https://github.com/samizzo/nshader) [ShaderlabVS](https://github.com/wudixiaop/ShaderlabVS) 1193 | #### ShaderToy 1194 | * [glslViewer](https://github.com/patriciogonzalezvivo/glslViewer) Console-based GLSL Sandbox for 2D/3D shaders shaders 1195 | * [SHADERed](https://github.com/dfranx/SHADERed) :star: Lightweight, cross-platform & full-featured shader IDE 1196 | * [shader-toy](https://github.com/stevensona/shader-toy) Shadertoy-like live preview for GLSL shaders in Visual Studio Code 1197 | * [ShaderMan](https://github.com/smkplus/ShaderMan) Convert ShaderToy to Unity HLSL/CG https://smkplus.github.io/ShaderMan.io 1198 | #### Visual Effects 1199 | * [gaffer](https://github.com/GafferHQ/gaffer) A open source application framework designed specifically for creating tools for use in visual effects production. 1200 | * [cortex](https://github.com/ImageEngine/cortex) Libraries for visual effects software development 1201 | #### Procedural Texture 1202 | * [armorpaint](https://github.com/armory3d/armorpaint) :thumbsup: 3D PBR Texture Painting Software https://armorpaint.org 1203 | * [Mixture](https://github.com/alelievr/Mixture) :thumbsup: Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime 1204 | * [material-maker](https://github.com/RodZill4/material-maker) A procedural textures authoring and 3D model painting tool based on the Godot game engine 1205 | * [FilterJS](https://github.com/CosmoMyzrailGorynych/FilterJS) A node-based procedural texture generator, written in node.js and powered by WebGL 1206 | * [texturelab](https://github.com/njbrown/texturelab) Free, Cross-Platform, GPU-Accelerated Procedural Texture Generator 1207 | * [Materialize](https://github.com/maikramer/Materialize) Materialize is a program for converting images to materials for use in video games and similars. 1208 | * [xNormal](http://www.xnormal.net/) A free tool to bake texture maps ( like normal maps and ambient occlusion ) 1209 | * [FlowmapPainter](http://teckartist.com/?page_id=107) 1210 | * [Fornos](https://github.com/caosdoar/Fornos) GPU Texture Baking Tool 1211 | * [AwesomeBump](https://github.com/kmkolasinski/AwesomeBump) generate normal, height, specular or ambient occlusion textures from a single image 1212 | * [NormalmapGenerator](https://github.com/Theverat/NormalmapGenerator) A simple program that converts images into normal maps 1213 | * [Imogen](https://github.com/CedricGuillemet/Imogen) GPU Texture Generator 1214 | * [TextureGenerator](https://github.com/mtwoodard/TextureGenerator) 3D and 2D Noise/Texture generation using the compute shaders within the Unity engine. 1215 | #### Atlas 1216 | * [boundary-first-flattening](https://github.com/GeometryCollective/boundary-first-flattening) Boundary First Flattening (BFF) is a free and open source application for surface parameterization. 1217 | * [OptCuts](https://github.com/liminchen/OptCuts) a new parameterization algorithm, jointly optimizes arbitrary embeddings for seam quality and distortion 1218 | * [simpleuv](https://github.com/huxingyi/simpleuv) Automatic UV Unwrapping Library for Dust3D 1219 | * [xatlas](https://github.com/jpcy/xatlas):thumbsup: Mesh parameterization / UV unwrapping library. A cleaned up version of thekla_atlas 1220 | * [thekla_atlas](https://github.com/Thekla/thekla_atlas) Atlas Generation Tool 1221 | * [UVAtlas](https://github.com/Microsoft/UVAtlas) UVAtlas isochart texture atlas 1222 | * [Cheetah-Texture-Packer](https://github.com/scriptum/Cheetah-Texture-Packer) High efficient and fast 2D bin packing tool 1223 | * [Unity3D-TextureAtlasSlicer](https://github.com/toxicFork/Unity3D-TextureAtlasSlicer) 1224 | * [VaTexAtlas](https://github.com/ufna/VaTexAtlas) plugin for Unreal Engine 4 that makes texture atlases simpler to use with UMG system. 1225 | * [rectpack2D](https://github.com/TeamHypersomnia/rectpack2D) A header-only, very efficient 2D rectangle packing library. Used in Assassin's Creed and Skydio drones. 2 scientific references 1226 | * [RectangleBinPack](https://github.com/juj/RectangleBinPack) Source code for performing 2d rectangular bin packing. 1227 | * [dp_rect_pack](https://github.com/danpla/dp_rect_pack) Rectangle packing library for C++ 1228 | * [UnityRuntimeSpriteSheetsGenerator](https://github.com/DaVikingCode/UnityRuntimeSpriteSheetsGenerator) Unity – generate SpriteSheets at runtime! 1229 | * [pack-spheres](https://github.com/mattdesl/pack-spheres) Brute force circle/sphere packing in 2D or 3D 1230 | * [texture-defrag](https://github.com/maggio-a/texture-defrag) Texture Defragmentation for Photo-Reconstructed 3D Models 1231 | * [smol-atlas](https://github.com/aras-p/smol-atlas) 2D rectangular bin packing with option for item removal 1232 | #### GPU Debug 1233 | * [renderdoc](https://github.com/baldurk/renderdoc) A stand-alone graphics debugging tool. https://renderdoc.org 1234 | * [optick](https://github.com/bombomby/optick) C++ Profiler For Games 1235 | * [tracy](https://github.com/wolfpld/tracy) A real time, nanosecond resolution, remote telemetry, hybrid frame and sampling profiler for games and other applications. 1236 | * [nvtop](https://github.com/Syllo/nvtop) GPU & Accelerator process monitoring for AMD, Apple, Huawei, Intel, NVIDIA and Qualcomm 1237 | * [GPUOpen-Tools](https://github.com/GPUOpen-Tools) a comprehensive tool suite that enables developers to harness the benefits of CPUs, GPUs and APUs. 1238 | * [agi](https://github.com/google/agi) Android GPU Inspector 1239 | * [gapid](https://github.com/google/gapid) Graphics API Debugger by google 1240 | * [microprofile](https://github.com/zeux/microprofile) embeddable CPU/GPU profiler 1241 | * [apitrace](https://github.com/apitrace/apitrace) Tools for tracing OpenGL, Direct3D, and other graphics APIs 1242 | * [Remotery](https://github.com/Celtoys/Remotery) Single C file, Realtime CPU/GPU Profiler with Remote Web Viewer 1243 | * Other: **gDEBugger**, **NVIDIA Nsight**, **Microsoft PIX** 1244 | 1245 | #### ML Modeling 1246 | * [GET3D](https://github.com/nv-tlabs/GET3D) A Generative Model of High Quality 3D Textured Shapes Learned from Images (NeurIPS 2022) 1247 | * [MeshCNN](https://github.com/ranahanocka/MeshCNN) Convolutional Neural Network for 3D meshes in PyTorch 1248 | * [points2surf](https://github.com/ErlerPhilipp/points2surf) Learning Implicit Surfaces from Point Clouds (ECCV 2020) 1249 | #### ML Texture 1250 | * [Text2Light](https://github.com/FrozenBurning/Text2Light) [SIGGRAPH Asia 2022] Text2Light: Zero-Shot Text-Driven HDR Panorama Generation 1251 | * [texturize](https://github.com/texturedesign/texturize) Generate photo-realistic textures based on source images. Remix, remake, mashup! Useful if you want to create variations on a theme or elaborate on an existing texture. 1252 | * [Exposure_Correction](https://github.com/mahmoudnafifi/Exposure_Correction) Project page of the paper "Learning Multi-Scale Photo Exposure Correction" (CVPR 2021). 1253 | * [Deep_White_Balance](https://github.com/mahmoudnafifi/Deep_White_Balance) Reference code for the paper: Deep White-Balance Editing (CVPR 2020). Our method is a deep learning multi-task framework for white-balance editing. 1254 | * [HiDT](https://github.com/saic-mdal/HiDT) Official repository for the paper "High-Resolution Daytime Translation Without Domain Labels" (CVPR2020, Oral) 1255 | * [MODNet](https://github.com/ZHKKKe/MODNet) A Trimap-Free Portrait Matting Solution in Real Time [AAAI 2022] 1256 | * [segmentation_models.pytorch](https://github.com/qubvel/segmentation_models.pytorch) Segmentation models with pretrained backbones. PyTorch. 1257 | * [stable-diffusion-webui](https://github.com/AUTOMATIC1111/stable-diffusion-webui) Stable Diffusion web UI 1258 | * [dream-textures](https://github.com/carson-katri/dream-textures) Stable Diffusion built-in to the Blender shader editor 1259 | * [Real-ESRGAN](https://github.com/xinntao/Real-ESRGAN) Real-ESRGAN aims at developing Practical Algorithms for General Image/Video Restoration. 1260 | * [TecoGAN](https://github.com/thunil/TecoGAN) a TEmporally COherent GAN for video super-resolution. 1261 | * [lama-cleaner](https://github.com/Sanster/lama-cleaner) Image inpainting tool powered by SOTA AI Model. Remove any unwanted object, defect, people from your pictures or erase and replace(powered by stable diffusion) any thing on your pictures. 1262 | #### ML Unity 1263 | * [UnityGaussianSplatting](https://github.com/aras-p/UnityGaussianSplatting) Toy Gaussian Splatting visualization in Unity 1264 | * [FernSDGraph](https://github.com/FernRP/FernSDGraph) Stable Diffusion Graph Tool in Unity 1265 | 1266 | ## SDK&Tutorial 1267 | #### SDK Samples 1268 | * [DirectX-Graphics-Samples](https://github.com/Microsoft/DirectX-Graphics-Samples) This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows. 1269 | * [dxsdk](https://github.com/apitrace/dxsdk) Collection of DirectX SDK headers to facilitate the build of Apitrace 1270 | * [directx-sdk-samples](https://github.com/walbourn/directx-sdk-samples) This repo contains C++ samples from the DirectX SDK updated to build using the Windows 8.x SDK or Windows 10 SDK 1271 | * [Zombie-Direct3D-Samples](https://github.com/marselas/Zombie-Direct3D-Samples) June 2010 SDK updated to build with the latest version of Windows and Visual Studio 1272 | * [IntroductionToVulkan](https://github.com/GameTechDev/IntroductionToVulkan) Source code examples for "API without Secrets: Introduction to Vulkan" tutorial 1273 | * [VulkanTutorial](https://github.com/Overv/VulkanTutorial) Tutorial for the Vulkan graphics and compute API 1274 | * [Vulkan](https://github.com/SaschaWillems/Vulkan) Examples and demos for the new Vulkan API 1275 | * [vulkan-sdk for android](https://github.com/ARM-software/vulkan-sdk) ARM-software 1276 | * [nvpro-samples](https://github.com/nvpro-samples) NVIDIA DesignWorks Samples 1277 | * [NVIDIA Direct3D SDK 11](https://developer.nvidia.com/dx11-samples) 1278 | * [NVIDIA Direct3D SDK 10](http://developer.download.nvidia.com/SDK/10/direct3d/samples.html) 1279 | * [NVIDIA Direct3D SDK 9](https://developer.download.nvidia.com/SDK/9.5/Samples/samples.html) [download all](https://www.nvidia.com/de-de/drivers/sdk-9/) 1280 | * [NVIDIA GameWorks Graphics Samples](https://github.com/lyntel/GraphicsSamples) GameWorks cross-platform graphics API samples 1281 | * [opengl-es-sdk-for-android](https://github.com/ARM-software/opengl-es-sdk-for-android) OpenGL ES SDK for Android 1282 | * [powervr-graphics](https://github.com/powervr-graphics) PowerVR by Imagination 1283 | * [GodComplex](https://github.com/Patapom/GodComplex) it's more of an all-purpose dev. framework... 1284 | #### Book Code 1285 | * [d3d12book](https://github.com/d3dcoder/d3d12book) Sample code for the book "Introduction to 3D Game Programming with DirectX 12" 1286 | * [OpenGLInsightsCode](https://github.com/OpenGLInsights/OpenGLInsightsCode) 1287 | * [GraphicsGems](https://github.com/erich666/GraphicsGems) 1288 | * [GPUZen](https://github.com/wolfgangfengel/GPUZen) 1289 | * [ray-tracing-gems](https://github.com/Apress/ray-tracing-gems) 1290 | * [jgt-code](https://github.com/erich666/jgt-code) Code developed for articles in the "Journal of Graphics Tools" 1291 | * [Mastering-Graphics-Programming-with-Vulkan](https://github.com/PacktPublishing/Mastering-Graphics-Programming-with-Vulkan) Mastering Graphics Programming with Vulkan, published by Packt 1292 | #### Graphics Awesome 1293 | * [graphics-resources](https://github.com/mattdesl/graphics-resources) a list of graphic programming resources 1294 | * [awesome-graphics](https://github.com/ericjang/awesome-graphics) Curated list of computer graphics tutorials and resources 1295 | * [awesome-vulkan](https://vinjn.github.io/awesome-vulkan/) A curated list of awesome Vulkan libraries 1296 | * [awesome-opengl](https://github.com/eug/awesome-opengl) A curated list of awesome OpenGL libraries, debuggers and resources. 1297 | #### Book&Tutorial 1298 | * [thebookofshaders](https://github.com/patriciogonzalezvivo/thebookofshaders) 1299 | * [ShaderTutorials](https://github.com/Xibanya/ShaderTutorials) Shaders For People Who Don't Know How To Shader, a tutorial series for beginners! 1300 | * [ekzhang/graphics-workshop](https://github.com/ekzhang/graphics-workshop) Learn computer graphics by writing GPU shaders! 1301 | 1302 | ## Animation 1303 | * [ozz-animation](https://github.com/guillaumeblanc/ozz-animation) open source c++ 3d skeletal animation library and toolset 1304 | * [DMotion](https://github.com/gamedev-pro/dmotion) DMotion - A high level Animation Framework for Unity DOTS 1305 | * [Mesh-Animation](https://github.com/codewriter-packages/Mesh-Animation) Mesh Animation is lightweight library for rendering hundreds of meshes in one draw call with GPU instancing. 1306 | * [Animation-Texture-Baker](https://github.com/sugi-cho/Animation-Texture-Baker) Animation Texture Baker for Unity 1307 | * [GPUInstance](https://github.com/mkrebser/GPUInstance) Instancing & Animation library for Unity3D 1308 | * [VertexAnimation](https://github.com/Maximilian-Winter/VertexAnimation) Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS. 1309 | * [Unity.GPUAnimation](https://github.com/joeante/Unity.GPUAnimation) Simple but very fast GPU vertex shader based animation system for Unity.Entities 1310 | * [acl](https://github.com/nfrechette/acl) Animation Compression Library 1311 | * [cal3d](https://sourceforge.net/projects/cal3d/) Askeletal based 3d character animation library written in C++ in a platform-/graphic API-independent way. 1312 | * [GPUSkinning](https://github.com/chengkehan/GPUSkinning) GPUSkinning to improve performance 1313 | * [UE4_MotionMatching-](https://github.com/Hethger/UE4_MotionMatching-) Early Implementation of Motion Matching tech 1314 | * [skeleton-builder](https://github.com/alecjacobson/skeleton-builder) 1315 | * [hazumu](https://github.com/emily-vo/hazumu) Raytracing Skeletal Animation 1316 | * [ssds](https://github.com/TomohikoMukai/ssds) An implementation of Skinning Decomposition with Similarity Transformations (I3D2018) 1317 | #### ML 1318 | * [AI4Animation](https://github.com/sebastianstarke/AI4Animation) Character Animation in Unity3D using Deep Learning and Artificial Intelligence 1319 | #### Bone 1320 | * [uSpringBone](https://github.com/EsProgram/uSpringBone) High performance SpringBone using ECS and JobSystem in Unity. 1321 | * [UnityChanSpringBone](https://github.com/unity3d-jp/UnityChanSpringBone) UnityChan Sping Bone System for lightweight secondary animations 1322 | * [SPCRJointDynamics](https://github.com/SPARK-inc/SPCRJointDynamics) 布風骨物理エンジン 1323 | * [EZSoftBone](https://github.com/EZhex1991/EZSoftBone) A simple kinetic simulator for Unity, you can use it to simulate hair/tail/breast/skirt and other soft objects 1324 | * [dem-bones](https://github.com/electronicarts/dem-bones) An automated algorithm to extract the linear blend skinning (LBS) from a set of example poses 1325 | * [KawaiiPhysics](https://github.com/pafuhana1213/KawaiiPhysics) Simple fake Physics for UnrealEngine4 & 5 1326 | * [Procedural-Rigging-in-Unity](https://github.com/Wenzy--/Procedural-Rigging-in-Unity) An experiment about procedural rigging. 1327 | #### IK 1328 | * [SimpleIK](https://github.com/ditzel/SimpleIK) Unity Inverse Kinematics made easy 1329 | #### Skin 1330 | * [DQ-skinning-for-Unity](https://github.com/ConstantineRudenko/DQ-skinning-for-Unity) DQ-skinning 1331 | * [dem-bones](https://github.com/electronicarts/dem-bones) An automated algorithm to extract the linear blend skinning (LBS) from a set of example poses 1332 | * [d4rkAvatarOptimizer](https://github.com/d4rkc0d3r/d4rkAvatarOptimizer) d4rkpl4y3r's VRChat avatar 3.0 optimizer that aims to reduce skinned mesh & material count. 1333 | 1334 | ## Particle 1335 | * [XParticle](https://github.com/antoinefournier/XParticle) 1336 | * [Effekseer](https://github.com/effekseer/Effekseer) This software is a particle effect editing tool. 1337 | * [VolumetricParticles](https://github.com/DaSutt/VolumetricParticles) 1338 | * [gpu-particles](https://github.com/Robert-K/gpu-particles) A GPU Particle System for Unity 1339 | * [CurlNoiseParticleSystem](https://github.com/edom18/CurlNoiseParticleSystem) Particle system using Curl Noise for Unity. 1340 | 1341 | ## Visualization 1342 | * [VTK](https://www.vtk.org/) The Visualization Toolkit 1343 | -------------------------------------------------------------------------------- /Researchs.md: -------------------------------------------------------------------------------- 1 | 2 | ## Global Illumination 3 | 4 | 5 | ## Volumetric 6 | 7 | 8 | ## BRDFs 9 | 10 | 11 | ## Geometry 12 | 13 | 14 | ## Animation 15 | -------------------------------------------------------------------------------- /SubstanceDesigner.md: -------------------------------------------------------------------------------- 1 | 2 | * [sd-sex](https://github.com/igor-elovikov/sd-sex) Substance Designer Plugin for creating function graphs from code 3 | -------------------------------------------------------------------------------- /Unity.md: -------------------------------------------------------------------------------- 1 | # OpenUnity 2 | 3 | ## Tools 4 | #### Shader 5 | * [ShaderForge](https://github.com/FreyaHolmer/ShaderForge) unity shader node editor. 6 | * [ShaderVariantCollector](https://github.com/lujian101/ShaderVariantCollector) 一种Shader变体收集和打包编译优化的思路 7 | * [SocoTools](https://github.com/crossous/SocoTools) Crossous's unity tools,currently contains shader variant stripper tools 8 | * [UnityShaderStripper](https://github.com/SixWays/UnityShaderStripper) Modular utilities for shader stripping to drastically improve Unity build times 9 | * [ShaderDebugger](https://github.com/arigo/ShaderDebugger) Simple Unity framework to debug shader code 10 | #### TexturePainter 11 | * [InkPainter](https://github.com/EsProgram/InkPainter) Texture-Paint on Unity. https://esprogram.github.io/InkPainterDocument/ 12 | * [TexturePaint](https://github.com/IRCSS/TexturePaint) Painting directly in mesh textures in Unity 3d with shaders 13 | * [LightMap-Painting-Tool-Unity](https://github.com/Louis1351/LightMap-Painting-Tool-Unity) A tool which allows to paint on light map. 14 | #### PerfabPainter 15 | * [prefab-painter](https://github.com/alexander-ameye/prefab-painter) A basic prefab painter for the Unity3D game engine. 16 | * [Prefabshop](https://github.com/Raptorij/Prefabshop) Prefab painter for Unity 17 | * [PrefabPainter](https://github.com/Roland09/PrefabPainter) Tool for conveniently and flexibly adding huge amounts of prefabs to your Unity scene. 18 | #### AssetsAnalyzer 19 | * [AssetRipper](https://github.com/AssetRipper/AssetRipper) GUI Application to work with engine assets, asset bundles, and serialized files 20 | * [AssetStudio](https://github.com/Perfare/AssetStudio) :thumbsup: A tool for exploring, extracting and exporting assets and assetbundles 21 | * [AssetStudio New Ver](https://github.com/zhangjiequan/AssetStudio) [AssetStudioMod](https://github.com/aelurum/AssetStudio) 22 | * [UtinyRipper](https://github.com/mafaca/UtinyRipper) GUI and API library for working with Engine assets, serialized and bundle files 23 | * [UnityAssetUsageDetector](https://github.com/yasirkula/UnityAssetUsageDetector) :thumbsup: Find usages of the selected asset(s) and/or Object(s) in your Unity project, i.e. list the objects that refer to them 24 | * [unity-reference-viewer](https://github.com/ina-amagami/unity-reference-viewer) It's a tool for searching asset references on Unity and displaying them on the window. 25 | * [Unity-Dependencies-Hunter](https://github.com/AlexeyPerov/Unity-Dependencies-Hunter) This tool finds unreferenced assets by scanning all files in your Unity project. 26 | * [AssetsReporter](https://github.com/wotakuro/AssetsReporter) [Unity] Report System for Asset Import Settings 27 | * [unitysizeexplorer](https://github.com/aschearer/unitysizeexplorer) Visualize how much space each asset in your Unity game takes 28 | * [UnityEventVisualizer](https://github.com/MephestoKhaan/UnityEventVisualizer) A graph editor for viewing all UnityEvents at a glance 29 | * [Unity-AssetDependencyGraph](https://github.com/Unity-Harry/Unity-AssetDependencyGraph) An Asset Dependency Graph for Unity 30 | * [Il2CppInspector](https://github.com/djkaty/Il2CppInspector) Il2CppInspector helps you to reverse engineer IL2CPP applications, providing the most complete analysis currently available. 31 | * [UnityHeapExplorer](https://github.com/pschraut/UnityHeapExplorer) Heap Explorer is a Memory Profiler, Debugger and Analyzer for Unity. 32 | * [Microsoft.Unity.Analyzers](https://github.com/microsoft/Microsoft.Unity.Analyzers) Roslyn analyzers for Unity game developers 33 | * [UnityEngineAnalyzer](https://github.com/vad710/UnityEngineAnalyzer) Roslyn Analyzer for Unity3D 34 | #### Disassembly 35 | * [ILSpy](https://github.com/icsharpcode/ILSpy) .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform! 36 | * [dnSpy](https://github.com/dnSpyEx/dnSpy) .NET debugger and assembly editor 37 | * [UnityExplorer](https://github.com/sinai-dev/UnityExplorer) An in-game UI for exploring, debugging and modifying IL2CPP and Mono Unity games. 38 | * [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) Unity il2cpp reverse engineer 39 | * [Il2CppInspector](https://github.com/djkaty/Il2CppInspector) Powerful automated tool for reverse engineering Unity IL2CPP binaries www.djkaty.com 40 | * [Cpp2IL](https://github.com/SamboyCoding/Cpp2IL) Work-in-progress tool to reverse unity's IL2CPP toolchain. 41 | #### Profiler 42 | * [ScreenshotToUnityProfiler](https://github.com/wotakuro/ScreenshotToUnityProfiler) 43 | * [ParticleEffectProfiler](https://github.com/sunbrando/ParticleEffectProfiler) Unity 特效性能分析工具 44 | #### Stats Monitor 45 | * [VisualProfiler-Unity](https://github.com/microsoft/VisualProfiler-Unity) The VisualProfiler provides a drop in, single file, solution for viewing your Windows Mixed Reality Unity application's frame rate and memory usage. 46 | * [graphy](https://github.com/Tayx94/graphy) Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unity project. 47 | * [MemoryInfoPlugin](https://github.com/hiyorin/upm.MemoryInfoPlugin-for-Unity) A set of tools for Unity to allow handling memory info for Android and iOS. 48 | #### VisualEdit 49 | * [NodeGraphProcessor](https://github.com/alelievr/NodeGraphProcessor)Node graph editor framework focused on data processing using Unity UIElements and C# 4.6 50 | * [xNode](https://github.com/Siccity/xNode) Lets you view and edit node graphs inside Unity 51 | * [Sleipnir](https://github.com/red-owl-games/Sleipnir) A graph editor framework for Unity's new UIElements system https://redowlgames.com/Sleipnir 52 | #### Texture 53 | * [UnityPackedColor](https://github.com/Leopotam/UnityPackedColor) Packer for already packed textures at unity game engine - up to 3 times less space. 54 | * [unity-texture-packer](https://github.com/andydbc/unity-texture-packer) Utility to combine color channels from different textures into a single output. 55 | * [texture_maker](https://github.com/M-Fatah/texture_maker) A texture maker tool for unity. 56 | * [MA_TextureAtlasser](https://github.com/maxartz15/MA_TextureAtlasser) Texture atlas creator for Unity 57 | #### Curve 58 | * [UnityBezierSolution](https://github.com/yasirkula/UnityBezierSolution) A bezier spline solution for Unity 3D with some utility functions (like travelling the spline with constant speed/time) 59 | * [SplineMesh](https://github.com/benoit-dumas/SplineMesh) A Unity plugin to create curved content in real-time with bézier curves https://twitter.com/dumas181 60 | * [Path-Creator](https://github.com/SebLague/Path-Creator) Path creation asset for Unity game development 61 | * [GPU-Spline-Deformation](https://github.com/RoyTheunissen/GPU-Spline-Deformation) Baking spline deformation to a texture then applying it to a mesh via a shader. 62 | * [unity-nurbs](https://github.com/komietty/unity-nurbs) Unity base NURBS spline and surface module 63 | #### HotUpdate 64 | * [hybridclr](https://github.com/focus-creative-games/hybridclr) HybridCLR is a fully featured, zero-cost, high-performance, low-memory solution for Unity's all-platform native c# hotupdate. 65 | #### Others 66 | * [NuGetForUnity](https://github.com/GlitchEnzo/NuGetForUnity) A NuGet Package Manager for Unity 67 | * [FastScriptReload](https://github.com/handzlikchris/FastScriptReload) Hot Reload implementation for Unity. Iterate on code insanely fast without breaking play session. Supports any editor. 1. Play 2. Make change 3. See results 68 | 69 | ## InspectorGUI 70 | * [NaughtyAttributes](https://github.com/dbrizov/NaughtyAttributes) :thumbsup: Attribute Extensions for Unity 71 | * [Tri-Inspector](https://github.com/codewriter-packages/Tri-Inspector) Free and open-source library that improves unity inspector. 72 | * [UnityDrawers](https://github.com/fishtopher/UnityDrawers) :thumbsup: A collection of property and decorator drawers for Unity 73 | * [SaintsField](https://github.com/TylerTemp/SaintsField) A Unity Inspector extension tool focusing on script fields inspector enhancement 74 | * [Markup-Attributes](https://github.com/gasgiant/Markup-Attributes) A Unity Editor extension for customizing inspector layout with attributes. 75 | * [MyBox](https://github.com/Deadcows/MyBox) MyBox is a set of attributes, tools and extensions for Unity 76 | * [Unity-Editor-Toolbox](https://github.com/arimger/Unity-Editor-Toolbox) Tools, custom attributes, drawers, hierarchy overlay, and other extensions for the Unity Editor. 77 | * [LucidEditor](https://github.com/AnnulusGames/LucidEditor) Powerful Editor Extensions for Unity 78 | * [UnityFoldoutDecorator](https://github.com/giuliano-marinelli/UnityFoldoutDecorator) Foldout as a Decorator for group variables in Unity Script Inspector 79 | * [InspectorFoldoutGroup](https://github.com/PixeyeHQ/InspectorFoldoutGroup) Group variables in Unity 3d inspector with style! 80 | * [UnityExtensions.ArrayDrawer](https://github.com/garettbass/UnityExtensions.ArrayDrawer) ArrayDrawer is a base class like PropertyDrawer, but for arrays and lists. 81 | * [Unity-Reorderable-List](https://github.com/cfoulston/Unity-Reorderable-List) An attempt to mimic the ReorderableList within Unity while adding some extended functionality. 82 | * [Smart-Inspector](https://github.com/neon-age/Smart-Inspector) Keeps your screen real-estate clean with refined, compact UX. 83 | * [UnityRuntimePreviewGenerator](https://github.com/yasirkula/UnityRuntimePreviewGenerator) Generate preview textures (thumbnails) for your GameObject's or materials on the fly in Unity 84 | * [HierarchyDecorator](https://github.com/WooshiiDev/HierarchyDecorator) Lightweight Unity Plugin transforming the Hierarchy into what it should be. Adds headers, styles, icons and more. 85 | * [ThryEditor](https://github.com/Thryrallo/ThryEditor) General Unity Shader Inspector/Editor with focus on vrchat 86 | * [LWGUI](https://github.com/JasonMa0012/LWGUI) A Lightweight, Flexible, Powerful Shader GUI System for Unity. 87 | * [ConfigurableShaders](https://github.com/supyrb/ConfigurableShaders) You can expose a lot of different shader settings through attributes! 88 | * [ShaderUtilsForSRP](https://github.com/stalomeow/ShaderUtilsForSRP) Utilities for SRP shaders. 89 | 90 | ## Gizmos 91 | * [gizmos](https://github.com/popcron/gizmos) Used for drawing runtime gizmos in builds and editor (Unity3D) 92 | * [ReGizmo](https://github.com/Refsa/ReGizmo) Immediate-Mode Gizmos for unity 93 | 94 | ## Editor 95 | * [CategoryTool](https://github.com/Demkeys/CategoryTool) Unity Editor tool to create Categories in the Hierarchy. The Categories work as dividers between GameObjects. 96 | * [RapidGUI](https://github.com/fuqunaga/RapidGUI) Unity OnGUI(IMGUI) extensions for Rapid prototyping/development 97 | * [unity-toolbar-extender](https://github.com/marijnz/unity-toolbar-extender) Extend the Unity Toolbar with your own Editor UI code. 98 | * [dear-imgui-unity-dev](https://github.com/realgamessoftware/dear-imgui-unity-dev) Dear ImGui integration into Unity 99 | * [UnityDynamicPanels](https://github.com/yasirkula/UnityDynamicPanels) Draggable, resizable, dockable and stackable UI panel solution for Unity 3D 100 | #### Editor Util 101 | * [UndoPro](https://github.com/Seneral/UndoPro) UndoPro is a command-based undo system integrated into Unity's default system. This allows devs to use actions for their undo/redo operations without forcing the user into a new undo-workflow! 102 | * [AsmdefHelper](https://github.com/naninunenoy/AsmdefHelper) Unity assembly definition utilities. 103 | 104 | ## UI 105 | * [HSV-Color-Picker-Unity](https://github.com/judah4/HSV-Color-Picker-Unity) HSV color picker for Unity UI 106 | * [UIEffect](https://github.com/mob-sakai/UIEffect) UIEffect is an effect component for uGUI element in Unity 107 | * [SpriteDicing](https://github.com/Elringus/SpriteDicing) Extension for Unity game engine to work with diced sprites 108 | * [PolyMesh](https://github.com/UnityPatterns/PolyMesh) Create 2D shapes in an instant with the PolyMesh editor! 109 | * [Unity-MeshMask](https://github.com/leoin2012/Unity-MeshMask) effient,easy use Mask Component compare to Unity Mask, cost less drawcall and lower pixel fill rate. 110 | * [com.pixelwizards.utilities](https://github.com/PixelWizards/com.pixelwizards.utilities) Some Unity utilities (UV tools, resource checker etc) packaged for Unity's Package Manager 111 | 112 | ## AI 113 | * [unity-movement-ai](https://github.com/antonpantev/unity-movement-ai) A Unity library for common movement AI 114 | * [UnityGeneticAlgorithmMaze](https://github.com/createthis/UnityGeneticAlgorithmMaze) Modern reimplementation in Unity of Bob's Map from AI Techniques for Game Programming 115 | * [hierarchical-pathfinding](https://github.com/hugoscurti/hierarchical-pathfinding) Implementation of Near-Optimal Hierarchical Pathfinding (HPA*) algorithm in Unity, tested with maps from Dragon Age: Origins 116 | 117 | ## ML 118 | * [UnityGaussianSplatting](https://github.com/aras-p/UnityGaussianSplatting) Toy Gaussian Splatting visualization in Unity 119 | * [Stable-Diffusion-Unity-Integration](https://github.com/dobrado76/Stable-Diffusion-Unity-Integration) Stable-Diffusion-Unity-Integration 120 | 121 | ## Utils 122 | * [ProceduralToolkit ](https://github.com/Syomus/ProceduralToolkit) Procedural generation library for Unity 123 | * [Graphmesh](https://github.com/Siccity/Graphmesh) Graph-based mesh modifiers. 124 | * [NativeCollections](https://github.com/jacksondunstan/NativeCollections) Native Collection Types for Unity https://jacksondunstan.com/articles/tag/native-collection 125 | * [UnityNativeScripting](https://github.com/jacksondunstan/UnityNativeScripting) Unity Scripting in C++ https://jacksondunstan.com/articles/3938 126 | * [Unity-EasingLibraryVisualisation](https://github.com/noisecrime/Unity-EasingLibraryVisualisation) Front end visualisation of 40 common easing equations. 127 | * [Graphics-Raycast](https://github.com/Jonny10/Graphics-Raycast) GPU-based raycaster for Unity which raycasts against MeshRenderers, rather than colliders. 128 | #### Tween 129 | * [dotween](https://github.com/Demigiant/dotween) A Unity C# animation engine. HOTween v2 130 | * [unity-tweens](https://github.com/jeffreylanters/unity-tweens) An extremely light weight, extendable and customisable tweening engine made for strictly typed script-based animations for user-interfaces and world-space objects optimised for all platforms. 131 | * [MagicTween](https://github.com/AnnulusGames/MagicTween) Extremely fast tween library implemented in Unity ECS 132 | #### FileFormat 133 | * [UnityFBXExporter](https://github.com/KellanHiggins/UnityFBXExporter) A tool to export any Unity GameObject into a FBX ASCII format 134 | * [GLTFUtility](https://github.com/Siccity/GLTFUtility) Lightweight GLTF importer for Unity 135 | * [EncodeToTGA](https://github.com/phwitti/EncodeToTGA) Texture2D.EncodeToTGA (Unity) 136 | #### Serializer 137 | * [unity-atoms](https://github.com/unity-atoms/unity-atoms) Tiny modular pieces utilizing the power of Scriptable Objects 138 | * [odin-serializer](https://github.com/TeamSirenix/odin-serializer) Fast, robust, powerful and extendible .NET serializer built for Unity 139 | 140 | ## Rendering 141 | * [SpecularProbes](https://github.com/zulubo/SpecularProbes) Bake specular highlights into Unity Reflection Probes, allowing baked lights to cast sharp specular highlights for free 142 | * [OcclusionProbes](https://github.com/0lento/OcclusionProbes) Unofficial Occlusion Probes Package, requires Unity 2019.1+ 143 | * [WaterByBakeDepth](https://github.com/AsehesL/WaterByBakeDepth) 144 | * [realtime-CSG-for-unity](https://github.com/LogicalError/realtime-CSG-for-unity) Realtime-CSG, CSG level editor for Unity https://realtimecsg.com 145 | 146 | ## ECS 147 | * [Latios-Framework](https://github.com/Dreaming381/Latios-Framework) A Unity DOTS framework for my personal projects 148 | -------------------------------------------------------------------------------- /UnrealEngine.md: -------------------------------------------------------------------------------- 1 | 2 | 3 | * [u4pak](https://github.com/panzi/u4pak) Unpack, pack, list, test and mount Unreal Engine 4 .pak archives. 4 | * [UnrealPakViewer](https://github.com/jashking/UnrealPakViewer) 查看 UE4 Pak 文件的图形化工具,类似 UnrealPak.exe 5 | * [UModel](https://github.com/gildor2/UModel) Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer). 6 | * [UnrealEnginePython](https://github.com/20tab/UnrealEnginePython) Embed Python in Unreal Engine 4 7 | * [RuntimeMeshComponent](https://github.com/Koderz/RuntimeMeshComponent) Unreal Engine 4 plugin component for rendering runtime generated content. http://ue4rmc.koderz.io 8 | * [ProceduralDungeon](https://github.com/BenPyton/ProceduralDungeon) This is an Unreal Engine 4/5 plugin to generate procedural dungeon. 9 | * [Unreal-Library](https://github.com/EliotVU/Unreal-Library) UE Explorer's library for parsing data from games built with the Unreal Engine. 10 | * [CoverSystem](https://github.com/GlassBeaver/CoverSystem) Real-Time Dynamic Cover System for Unreal Engine 4 11 | * [UE4ShaderPluginDemo](https://github.com/Temaran/UE4ShaderPluginDemo) A tutorial project that shows how to implement HLSL Pixel and Compute shaders in UE4 12 | * [glTFForUE4](https://github.com/code4game/glTFForUE4) glTF for UE4 https://c4gio.itch.io/gltf-for-ue4 13 | * [ProceduralMeshes](https://github.com/SiggiG/ProceduralMeshes) Plugin with example procedural mesh actors and components 14 | * [UnrealMeshProcessingTools](https://github.com/gradientspace/UnrealMeshProcessingTools) Sample Projects/Plugins for Mesh Processing in Unreal Engine 15 | * [UnrealCLR](https://github.com/nxrighthere/UnrealCLR) Unreal Engine 4 .NET 5 integration 16 | * [optick](https://github.com/bombomby/optick) C++ Profiler For Games 17 | * [HLSLMaterial](https://github.com/Phyronnaz/HLSLMaterial) HLSL Material for Unreal Engine 18 | * [UEMaterials](https://github.com/DarknessFX/UEMaterials) DarknessFX Collection of Unreal Engine Materials 19 | --------------------------------------------------------------------------------