├── 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 | * [newton](https://github.com/newton-physics/newton) An open-source, GPU-accelerated physics simulation engine built upon NVIDIA Warp, specifically targeting roboticists and simulation researchers. 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 | * [zeno](https://github.com/zenustech/zeno) ZEn NOde system https://zenustech.com/ 15 | 16 | ### Collision Detection 17 | * [reactphysics3d](https://github.com/DanielChappuis/reactphysics3d) Open source C++ physics engine library in 3D 18 | * [fcl](https://github.com/flexible-collision-library/fcl) Flexible Collision Library 19 | * [OPCODE](https://github.com/nitrocaster/OPCODE) Optimized Collision Detection 20 | * [gjk.c](https://github.com/kroitor/gjk.c) Gilbert-Johnson-Keerthi (GJK) collision detection algorithm in 200 lines of clean plain C 21 | * [dyn4j](https://github.com/wnbittle/dyn4j) Java Collision Detection and Physics Engine 22 | * [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 23 | * [UnityNativeCollision](https://github.com/jeffvella/UnityNativeCollision) SAT Collision in C# for Unity3D Burst Compiler 24 | * [parry](https://github.com/dimforge/parry) 2D and 3D collision-detection library for Rust.rs 25 | * [cpa] (https://github.com/memononen/cpa) Distance, Time-of-Impact, and Closest-Point-of-Approach between Convex 2D Shapes 26 | * [fcpw](https://github.com/rohan-sawhney/fcpw) fast distance and ray intersection queries 27 | 28 | ### Fluid 29 | * [fluid-engine-dev](https://github.com/doyubkim/fluid-engine-dev) Fluid simulation engine for computer graphics applications https://fluidenginedevelopment.org/ 30 | * [VorteGrid](https://github.com/mijagourlay/VorteGrid) :thumbsup: VorteGrid: Interactive Fluid Simulation for Games and Movies 31 | * [aphros](https://github.com/cselab/aphros) Finite volume solver for incompressible multiphase flows with surface tension. Foaming flows in complex geometries. 32 | * [fluviofx](https://github.com/fluviofx/fluviofx) Fluid dynamics for Unity's VFX graph https://getfluv.io 33 | * [creamystrand](https://github.com/nepluno/creamystrand) A Multi-Scale Model for Coupling Strands with Shear-Dependent Liquid 34 | * [Bimocq](https://github.com/ziyinq/Bimocq) Efficient and Conservative Fluids Using Bidirectional Mapping 35 | 36 | #### Shallow Water 37 | 38 | * [WaterSurfaceWavelets](https://github.com/lecopivo/WaterSurfaceWavelets) Water Surface Wavelets (SIGGRAPH 2018) http://visualcomputing.ist.ac.at/publications/2018/WSW/ 39 | * [FSWW](https://github.com/schreckc/FSWW) Fundamental Sources for Water Wave Animation 40 | * [UnityTerrainErosionGPU](https://github.com/bshishov/UnityTerrainErosionGPU) Hydraulic and thermal erosion with shallow water equations implemented in Unity using compute shaders. 41 | * [DynamicWaterDemo](https://github.com/CaptainProton42/DynamicWaterDemo) A real-time dynamic water simulation with object interaction made entirely within the Godot Engine. 42 | 43 | #### Eulerian 44 | * [FluidX3D](https://github.com/ProjectPhysX/FluidX3D) The fastest and most memory efficient lattice Boltzmann CFD software, running on any GPU via OpenCL. 45 | * [Trinity](https://github.com/portsmouth/Trinity) :thumbsup: Programmable 3D GPU (WebGL) fluid simulator 46 | * [GPUSmoke](https://github.com/michal1000w/GPUSmoke) 47 | * [fluid_sim](https://github.com/Erkaman/fluid_sim) Flashy 2D fluid simulations experiments. 48 | * [navier-stokes-webgl](https://github.com/piellardj/navier-stokes-webgl) Stable fluid simulation on GPU using WebGL. 49 | * [euler-fluid-cpp](https://github.com/Driema/euler-fluid-cpp) Euler fluid simulated with CPP and SFML 50 | * [unity-cip-flow](https://github.com/komietty/unity-cip-flow) Fast fluid simulator with CIP scheme 51 | * [Flooid](https://github.com/CedricGuillemet/Flooid) Flooid is a node based fluid simulator. 52 | * [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/) 53 | * [GMFlux](https://github.com/Fanatrick/GMFlux) "Blazingly fast", customizable, GPU-based fluid simulation solver. 54 | 55 | #### Lagrangian 56 | * [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". 57 | * [SPHFluid](https://github.com/MangoSister/SPHFluid) Interactive 3D Fluid Simulation based on SPH 58 | * [pcisph](https://github.com/cerrno/pcisph) Predictive-Corrective Smoothed Particle Hydrodynamics (SPH) implementation in 2D for CS4167 final project 59 | * [pysph](https://github.com/pypr/pysph) A framework for Smoothed Particle Hydrodynamics in Python 60 | * [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. 61 | * [flut](https://github.com/pablode/flut) OpenGL SPH fluid simulation and rendering 62 | * [PositionBasedDynamics](https://github.com/InteractiveComputerGraphics/PositionBasedDynamics) physically-based simulation of rigid bodies, deformable solids and fluids. 63 | * [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 64 | * [PBD-Fluid-in-Unity](https://github.com/Scrawk/PBD-Fluid-in-Unity) A PBD fluid in unity running on the GPU 65 | * [RealTimeFluidRendering](https://github.com/ttnghia/RealTimeFluidRendering) Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering". 66 | * [RealTimeParticles](https://github.com/axoloto/RealTimeParticles) Minimalist real-time 3D particles simulator (Boids, Fluids) based on OpenGL/OpenCL frameworks 67 | 68 | #### Hybrid Lagrangian-Eulerian 69 | * [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 70 | * [SPlisHSPlasH](https://github.com/InteractiveComputerGraphics/SPlisHSPlasH) physically-based simulation of fluids. 71 | * [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" 72 | * [blub](https://github.com/Wumpf/blub) 3D fluid simulation experiments in Rust, using WebGPU-rs (WIP) 73 | * [RealTimeFluids](https://github.com/IshanRanade/RealTimeFluids) An open-source repository featuring real-time Eulerian fluid simulation and rendering 74 | * [FluidSimulation](https://github.com/amandaghassaei/FluidSimulation) WebGL shader for mixed grid-particle fluid simulation 75 | * [Fluid_Simulation](https://github.com/kbladin/Fluid_Simulation) Self advection, external force and pressure solve to a velocity field represented by a MaC grid. 76 | * [pyasflip](https://github.com/nepluno/pyasflip) Python implementation of the ASFLIP advection method yunfei.work/asflip/ 77 | * [GPUMPM](https://github.com/kuiwuchn/GPUMPM) GPU Optimization of Material Point Methods 78 | * [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) 79 | * [MPM2D](https://github.com/Elias-Gu/MPM2D) 2D Material Point Method 80 | * [uaamg](https://github.com/kaust-csg-uaamg/uaamg) A Fast Unsmoothed Aggregation Algebraic Multigrid Framework for the Large-Scale Simulation of Incompressible Flow 81 | 82 | ### Finite Element 83 | * [mfem](https://github.com/mfem/mfem) Lightweight, general, scalable C++ library for finite element methods. mfem.org 84 | * [FEMcy](https://github.com/mo-hanxuan/FEMcy) a finite element solver based on Taichi, being parallel (CPU/GPU), portable and open-source 85 | * [polyfem](https://github.com/polyfem/polyfem) A polyvalent C++ FEM library 86 | 87 | ### Cloth 88 | * [GPU-Cloth-Simulation](https://github.com/JUSTIVE/GPU-Cloth-Simulation) GPU Mass-Spring Simulation Cloth in Unity 89 | * [Fusion](https://github.com/Ninjajie/Fusion) Unity Physics on GPU 90 | * [opencloth](https://github.com/mmmovania/opencloth) A collection of source codes implementing cloth simulation algorithms in OpenGL 91 | * [GPUClothSimulationInUnity](https://github.com/voxell-tech/GPUClothSimulationInUnity) About Trying to replicate what this legend did: https://youtu.be/kCGHXlLR3l8 92 | * [sheen](https://github.com/sciecode/sheen) GPGPU cloth simulation 93 | * [simulator](https://github.com/sutongkui/simulator) It's a GPU-based real time cloth simulator and interactive. 94 | * [ClothSimulation](https://github.com/johnBuffer/ClothSimulation) Basic cloth simulation using Verlet integration 95 | * [Velvet](https://github.com/vitalight/Velvet) A CUDA-accelerated cloth simulation engine based on Extended Position Based Dynamics (XPBD). 96 | * [libwetcloth](https://github.com/nepluno/libwetcloth) A Multi-Scale Model for Simulating Liquid-Fabric Interactions 97 | 98 | ### Softbodie 99 | * [Softbodies](https://github.com/Ideefixze/Softbodies) Softbodies, jiggly items and other slimy stuff in Unity 100 | * [CPDeform](https://github.com/lester0866/CPDeform) [ICLR 2022] Contact Points Discovery for Soft-Body Manipulations with Differentiable Physics 101 | * [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 102 | 103 | ### Verlet MassSpring 104 | * [KawaiiPhysics](https://github.com/pafuhana1213/KawaiiPhysics) Simple fake Physics for UnrealEngine4 & 5 105 | * [verlet-js](https://github.com/subprotocol/verlet-js) A simple Verlet physics engine written in javascript 106 | * [FastMassSpring](https://github.com/sam007961/FastMassSpring) Interactive cloth simulator using the method described in the SIGGRAPH paper "Fast Simulation of Mass-Spring Systems" 107 | 108 | ### Vehicle 109 | * [tork](https://github.com/adrenak/tork) Arcade vehicle physics for Unity 110 | 111 | ### Demo 112 | * [GamePhysicsCookbook](https://github.com/gszauer/GamePhysicsCookbook) 《Game Physics Cookbook》for Unity 113 | * [SimplePhysicsDemo](https://github.com/LotteMakesStuff/SimplePhysicsDemo) A simple lil demo showing a jobified physics system 114 | 115 | ### Simulation 116 | * [Kratos](https://github.com/KratosMultiphysics/Kratos) Kratos Multiphysics (A.K.A Kratos) is a framework for building parallel multi-disciplinary simulation software 117 | * [delfem2](https://github.com/nobuyuki83/delfem2) Research prototyping framework for physics simulation written in C++ 118 | * [elmerfem](https://github.com/elmercsc/elmerfem) Official git repository of Elmer FEM software 119 | * [mfem](https://github.com/mfem/mfem) Lightweight, general, scalable C++ library for finite element methods 120 | * [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. 121 | -------------------------------------------------------------------------------- /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-RTX](https://github.com/NVIDIA-RTX)    [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 | * Microsoft [microsoft](https://github.com/microsoft) 53 | * TheKhronosGroup [The Khronos Group](https://github.com/KhronosGroup) https://www.khronos.org/ 54 | * AcademySoftwareFoundation [Academy Software Foundation](https://github.com/AcademySoftwareFoundation) https://www.aswf.io/ 55 | * Pixar [Pixar Animation Studios](https://github.com/PixarAnimationStudios) http://graphics.pixar.com 56 | * SideEfects [sideeffects](https://github.com/sideeffects) 57 | * IdSoftware [id-Software](https://github.com/id-Software) 58 | * [InteractiveComputerGraphics](https://github.com/InteractiveComputerGraphics) 59 | 60 | ## Engine 61 | * [UnrealEngine](https://github.com/EpicGames/UnrealEngine) :star: https://www.unrealengine.com/ (source available, no FOSS) 62 | * [CRYENGINE](https://github.com/CRYTEK/CRYENGINE_Source) :star: https://www.cryengine.com/ 63 | * [o3de](https://github.com/o3de/o3de) https://www.o3de.org/ 64 | * [godot](https://github.com/godotengine/godot) Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org 65 | * [WickedEngine](https://github.com/turanszkij/WickedEngine) C++ game engine focusing on modern rendering techniques and performance. https://wickedengine.net 66 | * [filament](https://github.com/google/filament) Filament is a physically based rendering engine for Android, Windows, Linux and macOS 67 | * [Falcor](https://github.com/NVIDIAGameWorks/Falcor) Real-Time Rendering Framework, NVIDIA 68 | * [Klayag](https://github.com/gongminmin/KlayGE) A cross-platform open source game engine with plugin-based architecture 69 | * [G3D]( https://casual-effects.com/g3d) Graphics research and rapid prototyping in OpenGL and C++ 70 | * [Ogre](https://github.com/ogrecave) ogre github mirror 71 | * [OpenSceneGraph](https://github.com/openscenegraph/OpenSceneGraph) http://www.openscenegraph.org 72 | * [stride](https://github.com/stride3d/stride) Stride Game Engine (formerly Xenko) 73 | * [anki-3d-engine](https://github.com/godlikepanos/anki-3d-engine) AnKi 3D Engine - OGL/Vulkan backends, modern renderer, scripting, physics and more 74 | * [SpartanEngine](https://github.com/PanosK92/SpartanEngine) Game engine with an emphasis on architectual quality and performance 75 | * [DummyEngine](https://github.com/sergcpp/DummyEngine) Small cross platform Vulkan/OpenGL 3d engine for personal experimentation 76 | * [ETEngine](https://github.com/Illation/ETEngine) Realtime 3D Game-Engine with a focus on space sim. Written in C++ 14 77 | * [nebula](https://github.com/gscept/nebula) Nebula is an open-source and free-to-use modern C++ game engine. 78 | * [Granite](https://github.com/Themaister/Granite) Personal Vulkan renderer 79 | * [FlaxEngine](https://github.com/FlaxEngine/FlaxEngine) Multi-platform 3D game engine. (source available, no FOSS) 80 | * [island](https://github.com/tgfrerer/island) Project Island is an experimental, hot-reloading Vulkan renderer/proto-engine for Linux, written in C/C++. 81 | * [three.js](https://github.com/mrdoob/three.js) JavaScript 3D library. https://threejs.org/ 82 | * [Babylon.js](https://github.com/BabylonJS/Babylon.js) A powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework. 83 | * [cesium](https://github.com/AnalyticalGraphicsInc/cesium) An open-source JavaScript library for world-class 3D globes and maps 84 | * [playcanvas](https://github.com/playcanvas/engine) ast and lightweight WebGL game engine https://playcanvas.com/ 85 | 86 | ## Engine Plugin 87 | * [Graphics](https://github.com/Unity-Technologies/Graphics) Unity Graphics - Including Scriptable Render Pipeline 88 | * [armory](https://github.com/armory3d/armory) -3D Game Engine for Blender 89 | * [RenderPipeline](https://github.com/tobspr/RenderPipeline) -PBR and Deferred Rendering for the Panda3D game engine 90 | * [ray-mmd](https://github.com/ray-cast/ray-mmd) physically-based rendering at mikumikudance 91 | 92 | ## Platform 93 | * [bgfx](https://github.com/bkaradzic/bgfx) :star: -Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library 94 | * [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). 95 | * [The-Forge](https://github.com/ConfettiFX/The-Forge) The Forge Cross-Platform Rendering Framework PC, macOS / iOS, Android, XBOX, PS4 96 | * [DiligentEngine](https://github.com/DiligentGraphics/DiligentEngine) A modern cross-platform low-level 3D graphics library http://diligentgraphics.com/diligent-engine/ 97 | * [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 98 | * [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 99 | * [nvrhi](https://github.com/NVIDIAGameWorks/nvrhi) NVIDIA Rendering Hardware Interface 100 | * [herebedragons](https://github.com/kosua20/herebedragons) A basic 3D scene implemented with various engines, frameworks or APIs. 101 | * [glfw](https://github.com/glfw/glfw) A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input 102 | * [MoltenVK](https://github.com/KhronosGroup/MoltenVK) Vulkan graphics and compute API, that runs on Apple's Metal graphics framework 103 | * [dxvk](https://github.com/doitsujin/dxvk) Vulkan-based D3D11 implementation for Linux / Wine 104 | * [angle](https://github.com/google/angle) A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android. 105 | * [Vita3K](https://github.com/Vita3K/Vita3K) Experimental PlayStation Vita emulator vita3k.org/ 106 | * [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. 107 | 108 | ## Offline Path Tracing 109 | * [embree](https://github.com/embree/embree) A collection of high-performance ray tracing kernels, developed at Intel. 110 | * [openmoonray](https://github.com/dreamworksanimation/openmoonray) MoonRay is DreamWorks’ open-source, award-winning, state-of-the-art production MCRT renderer 111 | * [RadeonRays RadeonProRender](https://github.com/GPUOpen-LibrariesAndSDKs) ray intersection acceleration library for hardware and software multiplatforms using CPU and GPU 112 | * [mitsuba3](https://github.com/mitsuba-renderer/mitsuba3) :thumbsup: Mitsuba 3: A Retargetable Forward and Inverse Renderer http://mitsuba-renderer.org/ 113 | * [appleseed](https://github.com/appleseedhq/appleseed) A modern open source rendering engine for animation and visual effects https://appleseedhq.net/ 114 | * [pbrt](https://github.com/mmp/pbrt-v3) Source code for "Physically Based Rendering: From Theory To Implementation" 115 | * [LuxCoreRender](https://github.com/LuxCoreRender) https://www.luxcorerender.org 116 | * [ospray](https://github.com/ospray/ospray) A Ray Tracing Based Rendering Engine for High-Fidelity Visualization 117 | * [tungsten](https://github.com/tunabrain/tungsten) High performance physically based renderer in C++11 118 | * [etx-tracer](https://github.com/serhii-rieznik/etx-tracer) Physically-based CPU and GPU ray-tracer 119 | * [nori](https://github.com/wjakob/nori) Nori: an educational ray tracer https://wjakob.github.io/nori 120 | * [nanort](https://github.com/lighttransport/nanort) single header only modern ray tracing kernel. 121 | * [yocto-gl](https://github.com/xelatihy/yocto-gl) Yocto/GL: Tiny C++ Libraries for Physically-based Graphics 122 | * [SORT](https://github.com/JerryCao1985/SORT) Simple Open-source Ray Tracer https://agraphicsguy.wordpress.com/ 123 | * [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 124 | * [gatling](https://github.com/pablode/gatling) Hydra-enabled GPU path tracer that supports MaterialX and MDL 125 | 126 | ## Real-time Path Tracing 127 | * [kajiya](https://github.com/EmbarkStudios/kajiya) Experimental real-time global illumination renderer 128 | * [PLTFalcor](https://github.com/ssteinberg/PLTFalcor) Real-time physical light transport (PLT) framework 129 | * [lighthouse2](https://github.com/jbikker/lighthouse2) Lighthouse 2 framework for real-time ray tracing 130 | * [Path-Tracing-SDK](https://github.com/NVIDIAGameWorks/Path-Tracing-SDK) Real-time path tracing library and sample 131 | * [Candela](https://github.com/swr06/Candela) Pathtraced Realtime Engine 132 | * [Lumen](https://github.com/yuphin/Lumen) A Vulkan Raytracing framework for various bidirectional path tracing techniques 133 | * [IDKEngine](https://github.com/BoyBaykiller/IDKEngine) OpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer Pipeline with Voxel Cone Tracing/Global Illumination 134 | 135 | ## Soft Renderer 136 | * [OpenSWR](http://openswr.org/) A High Performance, Highly Scalable Software Rasterizer for OpenGL 137 | * [miaow](https://github.com/VerticalResearchGroup/miaow) An open source GPU based off of the AMD Southern Islands ISA. 138 | * [SalviaRenderer](https://github.com/wuye9036/SalviaRenderer) SALVIA is the rasterizer based software renderer. The goal of SALVIA is capacity of Direct3D 10+. 139 | * [tinyrenderer](https://github.com/ssloy/tinyrenderer) A brief computer graphics / rendering course 140 | * [coco3d](http://coco3d.codeplex.com/) Coco3D is a real-time 3D software renderer for Windows PCs and mobile devices 141 | * [swiftshader](https://github.com/google/swiftshader) high-performance CPU-based implementation of the OpenGL ES and Direct3D 9 graphics APIs 142 | * [mesa](https://gitlab.freedesktop.org/mesa/mesa) :thumbsup: https://www.mesa3d.org 143 | * [renderer](https://github.com/zauonlok/renderer) A shader-based software renderer written from scratch in C89 https://zauonlok.github.io/renderer/ 144 | * [SoftwareRenderer](https://github.com/Angelo1211/SoftwareRenderer) Software rendering engine with PBR. Built from scratch on C++. 145 | * [RetroWarp](https://github.com/Themaister/RetroWarp) The GPU is implemented with "pure" software rendering 146 | * [grr](https://github.com/kecho/grr) Gpu Renderer and Rasterizer - for python 147 | * [virglrenderer](https://gitlab.freedesktop.org/virgl/virglrenderer/) VirGL virtual OpenGL renderer 148 | * [AMDVLK](https://github.com/GPUOpen-Drivers/AMDVLK) AMD Open Source Driver For Vulkan 149 | * [open-gpu-kernel-modules](https://github.com/NVIDIA/open-gpu-kernel-modules) NVIDIA Linux open GPU kernel module source 150 | * [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 151 | * [SoftGLRender](https://github.com/keith2018/SoftGLRender) Tiny C++ Software Renderer / Rasterizer, and implements OpenGL and Vulkan renderers for comparison 152 | * [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. 153 | * [PortableGL](https://github.com/rswinkle/PortableGL) An implementation of OpenGL 3.x-ish in clean C 154 | 155 | ## Rendering Design 156 | * [FrameGraph](https://github.com/azhirnov/FrameGraph) vulkan abstraction layer that represent frame as a task graph 157 | * [DataDrivenRendering](https://github.com/JorenJoestar/DataDrivenRendering) Data Driven Rendering repository 158 | * [vuk](https://github.com/martty/vuk) vuk - A rendergraph-based abstraction for Vulkan 159 | * [fg](https://github.com/acdemiralp/fg) Rendering abstraction which describes a frame as a directed acyclic graph of render tasks and resources. 160 | * [RenderGraph](https://github.com/DragonJoker/RenderGraph) Render graph management library. 161 | * [FrameGraph](https://github.com/skaarj1989/FrameGraph) Renderer agnostic frame graph library [Example](https://github.com/skaarj1989/FrameGraph-Example) 162 | * [LegitEngine](https://github.com/Raikiri/LegitEngine) A rendergraph-based graphical framework for Vulkan 163 | * [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. 164 | 165 | ## Geospatial 166 | * [Skybolt](https://github.com/Prograda/Skybolt) C++/Python-based 3D geospatial application for simulating and visualizing dynamic objects in planetary environments 167 | * [cesium](https://github.com/CesiumGS/cesium) An open-source JavaScript library for world-class 3D globes and maps 168 | * [cesium-unreal](https://github.com/CesiumGS/cesium-unreal) Bringing the 3D geospatial ecosystem to Unreal Engine 169 | 170 | ## GI 171 | ### Collection 172 | * [IlluminationComparison](https://github.com/EKnapik/IlluminationComparison) A comparison of typical illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination) 173 | * [dirtchamber](https://github.com/thefranke/dirtchamber) A mixed reality testing environment for real-time global illumination algorithms 174 | * [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 175 | #### PRT 176 | * [SHTest](https://github.com/dwilliamson/SHTest) Spherical Harmonic Lighting (Direct/Shadowed/Indirect/Subsurface) 177 | * [SphericalHarmonicLighting](https://github.com/jan-van-bergen/SphericalHarmonicLighting) Global Illumination using Spherical Harmonics 178 | * [Urho3D-1.4-SphericalHarmonicLighting](https://github.com/Lumak/Urho3D-1.4-SphericalHarmonicLighting) Testing spherical harmonic lighting based on the spherical-harmonic-lighting.pdf 179 | #### Irradiance Environment Maps 180 | * [Probulator](https://github.com/kayru/Probulator) :thumbsup: Experimentation framework for probe-based lighting 181 | * [hyper3d-envmapgen](https://github.com/Hyper3D/hyper3d-envmapgen) Pre-filtered mipmapped radiance environment map generator that runs on WebAssembly. 182 | * [envtools](https://github.com/rlk/envtools) Utilities to manipulate spherical images 183 | #### Irradiance Probes/Voxels 184 | * [webgl-deferred-irradiance-volumes](https://github.com/pyalot/webgl-deferred-irradiance-volumes) An implementation of deferred irradiance volumes in WebGL 185 | * [RealTimeGI](https://github.com/PolyAH/RealTimeGI) Real-Time Global Illumination - University of Leeds MSc Project. 186 | * [Precomputed-Light-Field-Probes](https://github.com/Global-Illuminati/Precomputed-Light-Field-Probes) Real-Time Global Illumination using Precomputed Light Field Probes 187 | * [RTXGI-DDGI](https://github.com/NVIDIAGameWorks/RTXGI-DDGI) RTX Global Illumination (RTXGI) SDK 188 | * [LuxGI](https://github.com/flwmxd/LuxGI) Hybrid GI solution, based on DDGI ( include Ray-Tracing and SDF-Tracing ) 189 | * [PRT](https://github.com/lvjiahui/PRT) Precomputed Radiance Transfer in OpenGL 190 | #### Radiance Cache 191 | * [RTXGI](https://github.com/NVIDIAGameWorks/RTXGI) RTXGI v2.0 Update including Neural Radiance Cache and Spatial Hash Radiance Cache 192 | * [BrixelizerGi](https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/tree/main/samples/brixelizergi) FidelityFX Brixelizer GI is a simplified implementation of AMD GI-1.0 193 | * [Capsaicin](https://github.com/GPUOpen-LibrariesAndSDKs/Capsaicin) 194 | #### SurfelGI 195 | * [SurfelGI](https://github.com/W298/SurfelGI) Real-Time dynamic global illumination based on surfel. This project is based on GIBS presented at SIGGRAPH 2021. 196 | #### VPL 197 | * [VSGL](https://github.com/yusuketokuyoshi/VSGL) Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights 198 | * [simple-instant-radiosity](https://github.com/githole/simple-instant-radiosity) 199 | * [GIGL](https://github.com/vgfx/GIGL) Tiny Global Illumination OpenGL Renderer 200 | #### Imperfect Shadow Maps 201 | * [qt5-shadow-maps](https://github.com/tatsy/qt5-shadow-maps) Shadow mapping implementation with Qt5 and OpenGL 202 | #### LPV 203 | * [Light-Propagation-Volumes](https://github.com/djbozkosz/Light-Propagation-Volumes) 204 | * [GI-LPV](https://github.com/innovation-cat/GI-LPV) Implement global illumination with OCaml, using light propagation volumes 205 | #### VCT 206 | * [Nigiri](https://github.com/ninlilizi/Nigiri) A fully-dynamic voxel-based global illumination system for Unity. 207 | * [SEGI](https://github.com/sonicether/SEGI) Almost real-time Global Illumination for Unity. 208 | * [Unity-SRP-VXGI](https://github.com/Looooong/Unity-SRP-VXGI) Voxel-based Global Illumination using Unity Scriptable Render Pipeline. 209 | * [VCTRenderer](https://github.com/jose-villegas/VCTRenderer) Deferred voxel shading for real-time global illumination. https://jose-villegas.github.io/post/deferred_voxel_shading/ 210 | * [voxel-cone-tracing](https://github.com/Friduric/voxel-cone-tracing) A real-time global illumination implementation using voxel cone tracing. 211 | * [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. 212 | * [Vulkan-VXGI-VR-FrameWork](https://github.com/byumjin/Vulkan-VXGI-VR-FrameWork) University of Pennsylvania, CIS 565: GPU Programming and Architecture, Final Project 213 | * [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. 214 | * [VoxelConeTracing](https://github.com/domme/VoxelConeTracing) An implementation of the "Voxel Cone Tracing" global illumination technique proposed by Cyril Crassin 215 | * [VCTGI](https://github.com/rdinse/VCTGI) GPU-based real-time global illumination renderer based on voxel cone tracing 216 | * [DXE](https://github.com/LanLou123/DXE) A voxel cone traced realtime Global Illumination rendering engine in dx12, wip 217 | * [Voxel_Cone_Tracing](https://github.com/kbladin/Voxel_Cone_Tracing) [Voxel-Cone-Tracing](https://github.com/Cigg/Voxel-Cone-Tracing) easy to understand 218 | #### SSGI 219 | * [SSRT3](https://github.com/cdrinmatane/SSRT3) Real-time global illumination using screen-space information for Unity HDRP 220 | * [URP_SSR](https://github.com/EricHu33/URP_SSR) Screen space reflection for Unity 2022 and Unity6 221 | * [UnitySSGIURP](https://github.com/jiaozi158/UnitySSGIURP) Screen Space Global Illumination for Unity URP (Universal Render Pipeline). 222 | * [SSGI-URP](https://github.com/demonixis/SSGI-URP) Screen Space Global Illumination for Unity Universal Render Pipeline 223 | * [FSSGI](https://github.com/bloc97/FSSGI) Fast Screen Space Global Illumination 224 | * [mfssgi](https://github.com/MFrankfort84/mfssgi) 225 | #### Radiance Cascades 226 | * [src-dgi](https://github.com/mxcop/src-dgi) Surfel Radiance Cascades Diffuse Global Illumination 227 | * [RadianceCascadesUnity](https://github.com/Youssef-Afella/RadianceCascadesUnity) A simple 2D implementation of Radiance Cascades by Alexander Sannikov in Unity 228 | * [Unity-2D-Radiance-Cascade-Demo](https://github.com/ZY4N/Unity-2D-Radiance-Cascade-Demo) Demo 2D implementation of radiance cascade global illumination in Unity. 229 | #### Path tracing 230 | * [minpt](https://github.com/hi2p-perim/minpt) A path tracer in 300 lines of C++ 231 | * [GLSL-PathTracer](https://github.com/knightcrawler25/GLSL-PathTracer) :thumbsup: A GLSL Path Tracer 232 | * [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. 233 | * [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 234 | * [rayn](https://github.com/termhn/rayn) A small path tracing renderer written in Rust. 235 | * [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 236 | * [RVPT](https://github.com/GraphicsProgramming/RVPT) Realtime Vulkan path tracer from scratch kind of thing 237 | * [simple-bidirectional-pathtracer](https://github.com/githole/simple-bidirectional-pathtracer) 238 | * [edubpt](https://github.com/githole/edubpt) 239 | * [Volumetric-Path-Tracer](https://github.com/sergeneren/Volumetric-Path-Tracer) Volumetric path tracer using cuda 240 | * [simple-spectral](https://github.com/imallett/simple-spectral) A Simple Spectral Renderer 241 | * [HIPRT-Path-Tracer](https://github.com/TomClabault/HIPRT-Path-Tracer) Unbiased & physically-based GPU HIPRT (C++/HIP) interactive path tracing renderer 242 | #### RTX 243 | * [Q2RTX](https://github.com/NVIDIA/Q2RTX) NVIDIA’s implementation of RTX ray-tracing in Quake II [zyanidelab/Q2RTX](https://github.com/zyanidelab/Q2RTX) 244 | * [Quartz](https://github.com/Nadrin/Quartz) Physically based Vulkan RTX path tracer with a declarative ES7-like scene description language. 245 | * [DXRPathTracer](https://github.com/TheRealMJP/DXRPathTracer) A (very) simple path tracer implemented using DirectX Ray Tracing (DXR) 246 | * [WispRenderer](https://github.com/TeamWisp/WispRenderer) RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science https://teamwisp.github.io 247 | * [rtx-explore](https://github.com/rtx-on/rtx-explore) DirectX Raytracing Path Tracer 248 | * [Kaguya](https://github.com/kcloudy0717/Kaguya) This is a hobby project using DirectX 12 and DirectX RayTracing (DXR) 249 | * [RayTracingInVulkan](https://github.com/GPSnoopy/RayTracingInVulkan) Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension. 250 | * [PBRVulkan](https://github.com/Zielon/PBRVulkan) Vulkan Real-time Path Tracer Engine 251 | * [Helios](https://github.com/diharaw/Helios) Real-time unidirectional GPU path tracer using the cross-vendor Vulkan ray-tracing extensions. 252 | * [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++. 253 | #### ReSTIR 254 | * [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 255 | * [VolumetricReSTIRRelease](https://github.com/DQLin/VolumetricReSTIRRelease) SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling" 256 | * [ReSTIR-Vulkan](https://github.com/lukedan/ReSTIR-Vulkan) Vulkan implementation of ReSTIR 257 | * [Reservoir-Spatio-Temporal-Importance-Resampling-ReSTIR](https://github.com/tatran5/Reservoir-Spatio-Temporal-Importance-Resampling-ReSTIR) Reservoir Spatio Temporal Importance Resampling 258 | * [ReSTIR_PT](https://github.com/DQLin/ReSTIR_PT) Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR" 259 | #### Metropolis Light Transport 260 | #### PhotonMapping 261 | * [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 262 | * [SOPGI](https://github.com/alexnardini/SOPGI) A VEX raytracer for SideFX Houdini with photon mapping global illumination and full recursive reflections and refractions 263 | * [DXR-PhotonMapper](https://github.com/ananthaks/DXR-PhotonMapper) An implementation of Photon Mapping using DXR 264 | * [RTProgressivePhotonMapper](https://github.com/SirKero/RTProgressivePhotonMapper) A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2 265 | #### Ambient occlusion 266 | * [KinoObscurance](https://github.com/keijiro/KinoObscurance) Alchemy Ambient Obscurance ---AlchemyHPG11 267 | * [ScalableAmbientObscurance](https://research.nvidia.com/publication/scalable-ambient-obscurance) https://research.nvidia.com/publication/scalable-ambient-obscurance 268 | * [XeGTAO](https://github.com/GameTechDev/XeGTAO) An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license 269 | * [ASSAO](https://github.com/GameTechDev/ASSAO) Adaptive Screen Space Ambient Occlusion 270 | * [Robust Screen Space Ambient Occlusion](https://github.com/wolfgangfengel/GPUZen/tree/master/04_Screen%20Space/) Robust Screen Space Ambient Occlusion 271 | * [HBAOPlus](https://github.com/NVIDIAGameWorks/HBAOPlus) HBAO+ is a SSAO algorithm designed to achieve high efficiency on DX11 GPUs. 272 | * [gl_ssao](https://github.com/nvpro-samples/gl_ssao) optimized screen-space ambient occlusion, cache-aware hbao 273 | * [VXAO](https://developer.nvidia.com/vxao-voxel-ambient-occlusion) Voxel Ambient Occlusion 274 | * [MiniEngineAO](https://github.com/keijiro/MiniEngineAO) SSAO image effect from Microsoft MiniEngine, ported to Unity. 275 | * [NNAO](https://github.com/simeonradivoev/NNAO) Neural Network Ambien Occlusion 276 | * [dssdo](https://github.com/kayru/dssdo) Deferred Screen Space Directional Occlusion http://kayru.org/articles/dssdo/ 277 | * [AmplifyOcclusion](https://github.com/AmplifyCreations/AmplifyOcclusion) Full source-code for Amplify Occlusion plugin for Unity [AmplifyOcclusion-URP](https://github.com/neon-age/AmplifyOcclusion-URP) 278 | * [Unity-Ground-Truth-Ambient-Occlusion](https://github.com/MaxwellGengYF/Unity-Ground-Truth-Ambient-Occlusion) A physically based screen space ambient occulsion post processing effect 279 | * [Unity-GeoAO](https://github.com/nezix/Unity-GeoAO) Fast ambien occlusion in Unity at runtime 280 | * [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". 281 | * [RTAO](https://github.com/boksajak/RTAO) Ray Traced Ambient Occlusion (RTAO) implemented using DirectX Raytracing (DXR) 282 | * [BNAO](https://github.com/Fewes/BNAO) A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity. 283 | * [dxr-ao-bake](https://github.com/Twinklebear/dxr-ao-bake) A demo of ambient occlusion map baking using DXR 284 | * [aobaker](https://github.com/prideout/aobaker) ambient occlusion baking tool 285 | * [VertexColorBaker](https://github.com/Fewes/VertexColorBaker) An AssetPostprocessor for Unity that can bake ambient occlusion and curvature information into mesh vertex color channels. 286 | #### Bent Normal 287 | * [ssbn](https://github.com/KageKirin/ssbn) Screen Space Bent Normals 288 | #### Radiosity Normal Mapping 289 | * [GzRNM](https://github.com/Geenz/GzRNM) brings Radiosity Normal Mapping/Directional Light Mapping to Unity 3D! 290 | * [SSbumpGenerator](https://sourceforge.net/projects/ssbumpgenerator/) A GUI interface to a tool for generating SSBumps (Self Shadowed Bump Maps). 291 | #### LightMap 292 | * [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! 293 | * [seamoptimizer](https://github.com/ands/seamoptimizer) A C/C++ single-file library that minimizes the hard transition errors of disjoint edges in lightmaps. 294 | * [BakingLab](https://github.com/TheRealMJP/BakingLab) A D3D11 application for experimenting with Spherical Gaussian lightmaps 295 | * [GPULightmass](https://github.com/AlanIWBFT/GPULightmass) Luoshuang's GPULightmass for UE4 296 | * [trianglepacker](https://github.com/ray-cast/trianglepacker) Triangle packer for light map 297 | * [HDR_Lightmapper](https://github.com/Naxela/HDR_Lightmapper) Implements a cycles based lightmapper with denoiser 298 | * [The_Lightmapper](https://github.com/Naxela/The_Lightmapper) Fast and easy baked GI Lightmaps for Blender and Cycles 299 | * [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. 300 | #### MLGI 301 | * [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 302 | #### Others 303 | * [LGHDemo](https://github.com/DQLin/LGHDemo) Real-Time Rendering with Lighting Grid Hierarchy I3D 2019 Demo 304 | * [PBGI](https://github.com/XT95/PBGI) Point Based Global Illumination 305 | 306 | ### GI Simulation 307 | #### Diffuse inter-reflection 308 | #### Caustic 309 | * [SC_Tracer](https://github.com/ningfengh/SC_Tracer) photon mapping for global illumination and caustic 310 | * [Crystal-Caustics](https://github.com/CJT-Jackton/Crystal-Caustics) Approximated crystal caustics effect in Unity. 311 | #### Reflection 312 | * [ComputeStochasticReflections](https://github.com/simeonradivoev/ComputeStochasticReflections) Compute Stochastic Screen Space Reflections for unity post processing 313 | * [kode80SSR](https://github.com/kode80/kode80SSR) An open source screen space reflections implementation for Unity3D 5. 314 | * [StochasticScreenSpaceReflection](https://github.com/cCharkes/StochasticScreenSpaceReflection) 315 | * [Unity-Screen-Space-Reflection](https://github.com/MaxwellGengYF/Unity-Screen-Space-Reflection) Clearly Screen Space Reflection 316 | * [UnitySSR](https://github.com/Xerxes1138/UnitySSR) Open source screen space reflection for Unity 5 317 | * [Unity-ScreenSpaceReflections-URP](https://github.com/JoshuaLim007/Unity-ScreenSpaceReflections-URP) SSR solution for Unity URP 318 | * [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) 319 | * [URP_ScreenSpacePlanarReflections](https://github.com/Steven-Cannavan/URP_ScreenSpacePlanarReflections) Simple example of implementing screen space planar reflections as a RenderFeature for URP 320 | * [UnityURP-MobileScreenSpacePlanarReflection](https://github.com/ColinLeung-NiloCat/UnityURP-MobileScreenSpacePlanarReflection) A simple and fast ScreenSpacePlanarReflection(SSPR) as a standalone reusable RendererFeature in URP. 321 | * [Jin-Engine-2.1](https://github.com/byumjin/Jin-Engine-2.1) The implementation of Pixel-projected Screen Space Reflections 322 | * [BakedReflectionsUnity](https://github.com/julhe/BakedReflectionsUnity) :thumbsup: Reflection Probe Atlas impl. for Unity 323 | #### Refraction 324 | * [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 325 | #### Shadow 326 | * [realtimeshadows](https://www.realtimeshadows.com/?q=node/12) codes 327 | * [Shadows](https://github.com/TheRealMJP/Shadows) :thumbsup: A sample app that demonstrates several techniques for rendering real-time shadow maps 328 | * [UnityPCSS](https://github.com/TheMasonX/UnityPCSS) Nvidia's PCSS soft shadow algorithm implemented in Unity 329 | * [ContactShadows](https://github.com/keijiro/ContactShadows) Experimental implementation of contact shadows for Unity. 330 | * [HFTS](https://developer.nvidia.com/Hybrid-Frustum-Traced-Shadows) NVIDIA Hybrid Frustum Traced Shadows in NVIDIA ShadowLib. 331 | * [ShadowFX](https://github.com/GPUOpen-Effects/ShadowFX) DirectX 11 and 12 library that provides a scalable and GCN-optimized solution for deferred shadow filtering 332 | * [Cinder-Experiments](https://github.com/simongeilfus/Cinder-Experiments) A collection of experiments, samples and other bits of code. 333 | * [of-ESMShadowMapping](https://github.com/jacres/of-ESMShadowMapping) Exponential Shadow Mapping in openFrameworks 334 | * [RayTracedShadows](https://github.com/kayru/RayTracedShadows) This demo implements BVH construction and GPU traversal for rendering hard shadows. 335 | * [InlineRayTracingShadows](https://github.com/INedelcu/InlineRayTracingShadows) Sample scene that uses ray traced shadows generated by a compute shader using ray queries. 336 | * [RaytracedHardShadow](https://github.com/unity3d-jp/RaytracedHardShadow) DXR based raytraced hard shadow for Unity 337 | * [ShadowVolume](https://github.com/chengkehan/ShadowVolume) Shadow Volume for Static-Scene-Object of Unity 338 | * [variance_shadow_mapping_vk](https://github.com/sydneyzh/variance_shadow_mapping_vk) Variance shadow mapping for omni lights with Vulkan 339 | * [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 340 | * [DeepShadowMap](https://github.com/ecidevilin/DeepShadowMap) Real-Time Deep Shadow Maps for Unity3D 341 | * [CachedShadowMaps](https://github.com/aivclab/CachedShadowMaps) Cached Shadow Map Solution for Unity 342 | * [Unity-Capsule-Shadows](https://github.com/frostbone25/Unity-Capsule-Shadows) A work in progress solution for capsule shadows in Unity. 343 | * [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 344 | ##### Compressed Shadow 345 | * [Compressed-shadow-maps](https://github.com/lscandolo/Compressed-shadow-maps) Demo code for the compressed shadow maps project 346 | * [voxelized-shadows-improved](https://github.com/loinesg/voxelized-shadows-improved) Construction and sampling of precomputed shadows in a compressed voxel octree 347 | * [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 348 | 349 | ## PostProcessing 350 | #### Collection 351 | * [VolFx](https://github.com/NullTale/VolFx) Selective Post Processing with buffer system 352 | * [PostProcessing](https://github.com/Unity-Technologies/PostProcessing) Post Processing Stack 353 | * [reshade-shaders](https://github.com/crosire/reshade-shaders) A collection of post-processing shaders written for ReShade. https://reshade.me 354 | * [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. 355 | * [CobraFX](https://github.com/LordKobra/CobraFX) CobraFX comprises SirCobra's contribution of shaders for ReShade. 356 | * [OtisFX](https://github.com/FransBouma/OtisFX) A small set of effects for Reshade 357 | * [Cat-PostProcessing](https://github.com/JoachimCoenen/Cat-PostProcessing) various post-processing effects for Unity 358 | #### AA 359 | * [CMAA2](https://github.com/GameTechDev/CMAA2) Conservative Morphological Anti-Aliasing 2.0 360 | * [MSAAFilter](https://github.com/TheRealMJP/MSAAFilter) MSAA and Temporal AA Sample 361 | * [temporal](https://github.com/playdeadgames/temporal) Temporal Reprojection Anti-Aliasing for Unity 5.0+ 362 | * [TAA_Unity_URP](https://github.com/sienaiwun/TAA_Unity_URP) Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline 363 | * [smaa](https://github.com/iryoku/smaa) SMAA: Subpixel Morphological Antialiasing, is a very efficient GPU-based MLAA implementation 364 | * [smaaDemo](https://github.com/turol/smaaDemo) Subpixel Morphological AntiAliasing OpenGL/Vulkan demo 365 | * [SMAA](https://github.com/Chman/SMAA) SMAA in unity3D 366 | * [SpecularAA](https://github.com/TheRealMJP/SpecularAA) A demo of various normal map filtering techniques for reducing specular aliasing 367 | * [glsl-fxaa](https://github.com/mattdesl/glsl-fxaa) FXAA implementation for glslify in WebGL 368 | * [Phone-wire AA](http://www.humus.name/index.php?page=3D&ID=89) 369 | * [DLAA](https://github.com/ForserX/DLAA) (DLAA) Directionally Localized antiAliasing 370 | * [TAA-STAR](https://github.com/cg-tuwien/TAA-STAR) C++/Vulkan Implementations of State of the Art Temporal Anti-Aliasing Techniques 371 | * [UE4 DLSS](https://github.com/NvRTX/UnrealEngine) DLSS Plugin for Unreal Engine 372 | * [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 373 | #### Denoising 374 | * [oidn](https://github.com/OpenImageDenoise/oidn) Intel(R) Open Image Denoise library http://www.openimagedenoise.org/ 375 | * [NvidiaAIDenoiser](https://github.com/DeclanRussell/NvidiaAIDenoiser) A simple implementation of Nvidia's AI denoiser 376 | * [RealTimeDenoisingNeuralBilateralGrid](https://github.com/xmeng525/RealTimeDenoisingNeuralBilateralGrid) [EGSR2020] Real-time Monte Carlo Denoising with the Neural Bilateral Grid 377 | * [practicalDenoising](https://github.com/ImageEngine/practicalDenoising) Reference Implementation of Practical Denoising for VFX Production Using Temporal Blur 378 | * [bcd](https://github.com/superboubek/bcd) Bayesian Collaborative Denoiser for Monte-Carlo Rendering 379 | * [glslSmartDeNoise](https://github.com/BrutPitt/glslSmartDeNoise) :thumbsup: Fast glsl spatial deNoise filter 380 | #### Bloom 381 | * [SE-Natural-Bloom-Dirty-Lens](https://github.com/sonicether/SE-Natural-Bloom-Dirty-Lens) (Legacy) post-processing effect for Unity. 382 | * [Unity_StarGlow](https://github.com/XJINE/Unity_StarGlow) This is an implementation of Kawase's light-streak. 383 | #### Tone Mapping 384 | * [tonemapper](https://github.com/tizian/tonemapper) A tool for exploring and applying various tonemapping operators. 385 | * [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 386 | * [ToneMapping](https://github.com/KhronosGroup/ToneMapping) A collection of tone mappers for the display of 3D graphics 387 | * [AgXc](https://github.com/MrLixm/AgXc) Fork of Troy.S AgX, a display rendering transform available via OCIO and more 388 | * [prod80-ReShade-Repository](https://github.com/prod80/prod80-ReShade-Repository) Highly advanced Color Effects created for Reshade 389 | * [aces-dev](https://github.com/ampas/aces-dev) AMPAS Academy Color Encoding System Developer Resources http://www.oscars.org/aces 390 | * [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. 391 | * [flim](https://github.com/bean-mhm/flim) flim - Filmic Color Transform 392 | #### ProceduralProcessing 393 | * [NeuralNetworkPostProcessing](https://github.com/maajor/NeuralNetworkPostProcessing) Unity Post Processing with Convolution Neural Network 394 | * [RunwayML-for-Unity](https://github.com/runwayml/RunwayML-for-Unity) RunwayML for Unity 🎯 https://runwayml.com/integrations 395 | * [Procedural-painting](https://github.com/IRCSS/Procedural-painting) Procedural painting algorithms in Unity 3d with compute shaders based on genetic evolution algorithms 396 | * [Waifu2xBarracuda](https://github.com/keijiro/Waifu2xBarracuda) Waifu2x Unity Barracuda implementation 397 | * [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. 398 | * [triangle](https://github.com/esimov/triangle) Convert images to computer generated art using delaunay triangulation 399 | #### ImageFilter 400 | * [UnityImageEffects](https://github.com/hiroakioishi/UnityImageEffects) Post Processing Effects for Unity 401 | * [android-gpuimage](https://github.com/cats-oss/android-gpuimage) Android filters based on OpenGL (idea from GPUImage for iOS) 402 | * [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 403 | #### SuperResolution 404 | * [OptiScaler](https://github.com/cdozdil/OptiScaler) OptiScaler bridges upscaling/frame gen across GPUs. 405 | * [FidelityFX-FSR](https://github.com/GPUOpen-Effects/FidelityFX-FSR) FidelityFX Super Resolution 406 | * [Anime4K](https://github.com/bloc97/Anime4K) A High-Quality Real Time Upscaler for Anime Video 407 | * [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。 408 | * [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. 409 | #### CheckerboardRendering 410 | * [mosaiikki](https://github.com/pezcode/mosaiikki) Checkerboard rendering with Magnum and OpenGL 411 | * [DynamicCheckerboardRendering](https://github.com/GameTechDev/DynamicCheckerboardRendering) Checkerboard Rendering and Dynamic Resolution Rendering in the DX12 MiniEngine 412 | #### Compression 413 | * [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 414 | 415 | ## Material 416 | ### Shade Model 417 | ##### BSDF 418 | * [libbsdf](https://github.com/KimuraRyo/libbsdf) Library for BSDF, BRDF, and BTDF 419 | * [brdf](https://github.com/wdas/brdf)    [brdfExplorer](https://github.com/sotnychenko/brdfExplorer) 420 | * [BRDFExplorer](https://github.com/Corralx/BRDFExplorer) http://corralx.github.io/projects 421 | * [Lux](https://github.com/larsbertram69) Lux – open source physically based shader framework for unity 422 | * [Alloy](https://github.com/Josh015/Alloy) Alloy physical shader framework for Unity. https://alloy.rustltd.com/ 423 | * [AntonovSuit](https://github.com/cCharkes/AntonovSuit) 424 | * [brdf](https://github.com/boksajak/brdf) Code sample accompanying the article "Crash Course in BRDF Implementation" 425 | * [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. 426 | * [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. 427 | ##### SVBRDF 428 | * [svbrdf-oculus](https://github.com/jknuuttila/svbrdf-oculus) materials from Two-Shot SVBRDF Capture for Stationary Materials by Aittala et al (2015). 429 | * [Matmorpher](https://github.com/AlbanGauthier/Matmorpher) Code repository for the EGSR 2021 paper MatMorpher: A Morphing Operator for SVBRDFs 430 | * [DeepInverseRendering](https://github.com/msraig/DeepInverseRendering) Deep Inverse Rendering for High-resolution SVBRDF Estimation from an Arbitrary Number of Images 431 | #### BSSRDF 432 | * [Subsurface-Light-Transport-Raytracer](https://github.com/curranmax/Subsurface-Light-Transport-Raytracer) 433 | * [SingleScatteringEditing](https://github.com/ykcadcg/SingleScatteringEditing) 434 | * [hitchhikersscatter](https://github.com/eugenedeon/hitchhikersscatter) A Hitchhiker’s Guide to Multiple Scattering 435 | #### IBL 436 | * [IBLBaker](https://github.com/derkreature/IBLBaker) Light probe generation and BRDF authoring for physically based shading. 437 | * [cmftStudio](https://github.com/dariomanesku/cmftStudio) cross-platform open-source cubemap filtering tool. 438 | * [PBR](https://github.com/Nadrin/PBR) An implementation of physically based shading model & image based lighting in various graphics APIs. 439 | #### AreaLight 440 | * [LTC_BRDF_Fit](https://github.com/EvgeniiG/LTC_BRDF_Fit) BRDF fitting code for LTC Area Lights by Heitz et al. 441 | * [ltc_code](https://github.com/selfshadow/ltc_code) Code for "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines" 442 | * [rtswplusd](https://github.com/BastianUrbach/rtswplusd) Real-Time Shading with Polyhedral Lights using Silhouette Detection 443 | * [BezierLightLTC](https://github.com/Paul180297/BezierLightLTC) An official implementation of the paper "Real-Time Shading of Free-Form Area Lights using Linearly Transformed Cosines". 444 | 445 | ### Character 446 | #### SSS 447 | * [FastTranslucentShader](https://github.com/tatsy/FastTranslucentShader) 448 | * [separable-sss](https://github.com/iryoku/separable-sss) iryoku's SSSSS 449 | * [ScreenSpaceSubsurfaceScattering](https://github.com/Xerxes1138/ScreenSpaceSubsurfaceScattering) 450 | * [SubsurfaceScattering](https://github.com/vcrom/SubsurfaceScattering) An implementation of a set screen space physically-based subsurface scattering algorithms 451 | * [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. 452 | * [subsurfaceScatteringMat](https://github.com/N8python/subsurfaceScatteringMat) https://n8python.github.io/subsurfaceScatteringMat/ 453 | #### Skin 454 | * [pbrt-skin-bssrdf](https://github.com/damlaren/pbrt-skin-bssrdf) Implementation of Donner & Jensen's "A Spectral BSSRDF for Shading Human Skin" in PBRT 455 | * [skin-shader-unity](https://github.com/leonardo-domingues/skin-shader-unity) GPU Gems 3 - Chapter 14 using the Unity engine 456 | * [Unity-Human-Skin-Shader-PC](https://github.com/MaxwellGengYF/Unity-Human-Skin-Shader-PC) 457 | * [FaceWorks](https://github.com/NVIDIAGameWorks/FaceWorks) A middleware library and sample application for high-quality skin and eye rendering 458 | #### Eye 459 | #### Hair 460 | * [TressFX](https://github.com/GPUOpen-Effects/TressFX) DirectX 11 library that provides convenient access to realistically rendered and simulated hair and fur 461 | * [vkhr](https://github.com/CaffeineViking/vkhr) Real-Time Hybrid Hair Rendering using Vulkan™ 462 | * [WetaHair](https://github.com/zhoub/WetaHair) Implementation of "Importance Sampling for Physically-Based Hair Fiber Models" 463 | * [libWetHair](https://github.com/nepluno/libWetHair) A Multi-Scale Model for Simulating Liquid-Hair Interactions http://libwethair.info 464 | * [Realtime-Vulkan-Hair](https://github.com/clach/Realtime-Vulkan-Hair) University of Pennsylvania, CIS 565: GPU Programming and Architecture, Final Project 465 | * [VHair](https://github.com/kennux/VHair) A highly experimental hair rendering and simulation solution for the Unity game engine 466 | * [Hair-Renderer-2](https://github.com/AEspinosaDev/Hair-Renderer-2) Vulkan-based strand-level hair renderer 467 | #### Colth 468 | * [fabric-micro-detail-scattering](https://github.com/bradweiers/fabric-micro-detail-scattering) Micro Detail Fabric Shader 469 | #### Silk 470 | #### Fur 471 | * [UnityFurURP](https://github.com/hecomi/UnityFurURP) Fur shader implementation for URP 472 | * [FurRendering](https://github.com/jose-villegas/FurRendering) Fur rendering in Unity with Shell Texturing 473 | * [UnityFurShader](https://github.com/Sorumi/UnityFurShader) Fur shader for Unity. 474 | * [GIFT_PorterDoll](https://github.com/marza-realtime/GIFT_PorterDoll) PorterDoll Asset wtih "THE GIFT" 475 | * [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. 476 | #### Glint 477 | * [specular-manifold-sampling](https://github.com/tizian/specular-manifold-sampling) Code for "Specular Manifold Sampling for Rendering High-Frequency Caustics and Glints" (SIGGRAPH 2020) 478 | * [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. 479 | 480 | ### Nature 481 | #### Water 482 | * [crest](https://github.com/wave-harmonic/crest) :thumbsup: A class-leading water system implemented in Unity 483 | * [Ceto](https://github.com/Scrawk/Ceto) :thumbsup: Ceto: Ocean system for Unity 484 | * [GodotOceanWaves](https://github.com/2Retr0/GodotOceanWaves) FFT-based ocean-wave rendering, implemented in Godot 485 | * [Environment-Project](https://github.com/UE4-OceanProject/Environment-Project) An Environment Simulation project for Unreal Engine 4. 486 | * [Ocean Community Next Gen](https://github.com/eliasts/Ocean_Community_Next_Gen) Next gen iteration of the unity community ocean shader 487 | * [VaOcean](https://github.com/ufna/VaOcean) Ocean Surface Simulation Plugin for Unreal Engine 4 488 | * [whitecaps](https://github.com/jdupuy/whitecaps) Real-time Animation and Rendering of Ocean Whitecaps 489 | * [Water](https://github.com/GarrettGunnell/Water) Sum of sines and fft fluid simulation with a physically based water shader 490 | * [FFT-Ocean](https://github.com/gasgiant/FFT-Ocean) [Ocean-URP](https://github.com/gasgiant/Ocean-URP) FFT ocean for Unity 491 | * [EncinoWaves](https://github.com/blackencino/EncinoWaves) Implementation of "Empirical Directional Wave Spectra for Computer Graphics" paper by Christopher Horvath 492 | * [HigWaterSystem2](https://github.com/Higgins-PT/HigWaterSystem2) Hig Water System 2.0 is an advanced, user-friendly, and realistic ocean surface rendering solution focused on simulating lifelike visuals. 493 | * [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) 494 | * [WaveParticle](https://github.com/AtwoodDeng/WaveParticle) A project for testing the wave particle 495 | * [Wave-Particles-with-Interactive-Vortices](https://github.com/ACskyline/Wave-Particles-with-Interactive-Vortices) A dx12 river renderer using wave particles with interactive vortices. 496 | * [BoatAttack](https://github.com/Verasl/BoatAttack) com.verasl.water-system Gerstner waves water. 497 | * [UE4_Dynamic_Water_Project](https://github.com/marvelmaster/UE4_Dynamic_Water_Project) Unreal Engine 4 Dynamic Water Project by marvelmaster 498 | * [RealtimeWater](https://github.com/hpatjens/RealtimeWater) implemented based on "Fast Water Simulation for Games Using Height Fields". 499 | 500 | * [UnityWaveEquation](https://github.com/AsehesL/UnityWaveEquation) unity实现二维波方程交互水面与实时焦散 501 | * [WaterCaustics](https://github.com/pabennett/WaterCaustics) Water caustic rendering experiments in OpenGL with Python 502 | * [threejs-caustics](https://github.com/martinRenou/threejs-caustics) Caustics computation using ThreeJS 503 | * [water-demo](https://github.com/shanecelis/water-demo) A port of Evan Wallace's "Water Demo" for WebGL to Unity. 504 | 505 | * [Ocean_mobile_with_boat_physic](https://github.com/laurentClave/Ocean_mobile_with_boat_physic) Ocean mobile with boat physic controller 506 | * [Unity-WaterBuoyancy](https://github.com/dbrizov/Unity-WaterBuoyancy) Water Buoyancy Simulation for Unity 507 | 508 | * Jerry Tessendorf's paper "Simulating Ocean Water". 509 | [fftocean](https://github.com/deiss/fftocean) [ocean-simulation](https://github.com/klantz81/ocean-simulation) [Phillips-Ocean](https://github.com/Scrawk/Phillips-Ocean) 510 | * Eric.Bruneton's paper "an improved version using an FFT method to synthesize the surface." 511 | [Eric.Bruneton](http://evasion.inrialpes.fr/~Eric.Bruneton/) [Brunetons-Ocean](https://github.com/Scrawk/Brunetons-Ocean) 512 | * [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 513 | #### Snow 514 | * [UnrealSnow](https://github.com/bneukom/UnrealSnow) Unreal Engine snow simulation for large terrains using Compute Shaders for GPU paralellization. 515 | * [snow](https://github.com/Azmisov/snow) OpenGL and Houdini snow simulation (material point method) 516 | * [SnowSimulation](https://github.com/hubi037/SnowSimulation) GPU Snow Simulation for Unity and Direct3D 517 | #### DynamicSnow 518 | * [unity-footprints](https://github.com/edualvarado/unity-footprints) Real-Time Locomotion on Soft Grounds with Dynamic Footprints - 2022 - Frontiers in Virtual Reality 519 | * [Sand-Shader-Unity-URP-for-Mobile](https://github.com/TheodorKnab/Sand-Shader-Unity-URP-for-Mobile) Mobile friendly Unity sand/snow shader using the Universal Render Pipeline - Uses Unity Version 2020.1.2f1 520 | * [SnowSimulation](https://github.com/TheBeach54/SnowSimulation) 521 | * [Unity-IndentShader](https://github.com/wacki/Unity-IndentShader) http://wacki.me/blog/2017/01/dynamic-snow-sand-shader-for-unity/ 522 | * [SnowDeformation](https://github.com/vanish87/SnowDeformation) To create a snow accumulation and deformation effect along with physical based rendering 523 | * [DeepSnowFootprint](https://github.com/ZGeng/DeepSnowFootprint) A unity shader solution to generate footprint on thick snow surfaces. 524 | * [unity-deformablesnow](https://github.com/thnewlands/unity-deformablesnow) Repository for online PIGSquad workshop on deformable snow in Unity. 525 | 526 | 527 | #### Sand 528 | * [JourneySand](https://github.com/AtwoodDeng/JourneySand) An Unity project to reproduce the sand rendering in Journey's style 529 | #### Grass 530 | * [GodotGrass](https://github.com/2Retr0/GodotGrass) Per-blade grass rendering inspired by "Ghost of Tsushima", implemented in Godot 531 | * [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 532 | * [KvantGrass](https://github.com/keijiro/KvantGrass) Animating grass shader for Unity 533 | * [UnityGrassGeometryShader](https://github.com/IronWarrior/UnityGrassGeometryShader) https://roystan.net/articles/grass-shader.html 534 | * [GLGrassRenderer](https://github.com/LesleyLai/GLGrassRenderer) implementation of Responsive Real-Time Grass Rendering for General 3D Scenes 535 | * [Grass.DirectX](https://github.com/mreinfurt/Grass.DirectX) Realistic Grass Rendering using DirectX 11 and a geometry-shader based approach. 536 | * [VulkanGrassRendering](https://github.com/moneimne/VulkanGrassRendering) Vulkan implementation of "Responsive Real-Time Grass Rendering for General 3D Scenes" by Jahrmann and Wimmer 537 | * [GPUGrass](https://github.com/MidoriMeng/GPUGrass) real-time grass rendering based on GPU instancing 538 | * [MassiveGrass](https://github.com/mewlist/MassiveGrass) Unity Terrain spawns a large number of grasses along the edge of the tree (shader independent) 539 | * [RheaGrass](https://github.com/Ryan-Gee/RheaGrass) Rhea is a geometry-shader based grass for Unity's Universal Render Pipeline (URP). 540 | * [shaders-6grass](https://github.com/daniel-ilett/shaders-6grass) Six varied methods for drawing grass with a range of use cases 541 | #### Tree 542 | * [Vulkan-Forest-Rendering-Engine](https://github.com/Jiaww/Vulkan-Forest-Rendering-Engine) High-Performance Real-Time Forest Rendering Engine developed using Vulkan 543 | #### Terrain 544 | * [Terrain-Topology-Algorithms](https://github.com/Scrawk/Terrain-Topology-Algorithms) Terrain topology algorithms in Unity 545 | * [tin-terrain](https://github.com/heremaps/tin-terrain) A command-line tool for converting heightmaps in GeoTIFF format into tiled optimized meshes. 546 | * [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. 547 | * [PVTUT](https://github.com/ACskyline/PVTUT) Procedural Virtual Texture with Unity Terrain 548 | * [terrain-erosion-3-ways](https://github.com/dandrino/terrain-erosion-3-ways) Three Ways of Generating Terrain with Erosion Features 549 | * [Webgl-Erosion](https://github.com/LanLou123/Webgl-Erosion) Erosion simulation in Web Browser 550 | * [TerraForge3D](https://github.com/Jaysmito101/TerraForge3D) Cross Platform Professional Procedural Terrain Generation & Texturing Tool 551 | * [Terrain-Decorator](https://github.com/emrecancubukcu/Terrain-Decorator) lightweight terrain tool for unity3d 552 | * [ProceduralTerrain](https://github.com/theSoenke/ProceduralTerrain) Procedural voxel terrain generation in Unity 553 | * [Terrain3D](https://github.com/outobugi/Terrain3D) An editable terrain system for Godot 4, written in C++ 554 | #### Cloud 555 | * [volsample](https://github.com/huwb/volsample) Research on sampling methods for real-time volume rendering 556 | * [kode80CloudsUnity3D](https://github.com/kode80/kode80CloudsUnity3D) A realtime volumetric cloud rendering solution for Unity3D. 557 | * [clouds](https://github.com/greje656/clouds) Volumetric Clouds plugin for Stingray 558 | * [Meteoros](https://github.com/Aman-Sachan-asach/Meteoros) Real-time Cloudscape Rendering in Vulkan based on the implementation of clouds in the Decima Engine. 559 | * [Custom-Middleware](https://github.com/ConfettiFX/Custom-Middleware) Ephemeris 2 is a middleware solution for implementing a dynamic 24 hour Skydome System. 560 | * [VolumeCloud](https://github.com/yangrc1234/VolumeCloud) Volume cloud for Unity3D 561 | * [Clouds](https://github.com/SebLague/Clouds) https://www.youtube.com/watch?v=4QOcCGI6xOU 562 | * [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. 563 | * [realtime_clouds](https://github.com/clayjohn/realtime_clouds) Experiment with generating clouds in real time on low end computer 564 | * [Marshmallow](https://github.com/mccannd/Project-Marshmallow) Vulkan-based implementation of clouds from Decima Engine 565 | * [volumetric-clouds](https://github.com/jaagupku/volumetric-clouds) Volumetric clouds in Unity 566 | * [Raymarch-Clouds](https://github.com/Flafla2/Raymarch-Clouds) Unity Iq's Clouds. 567 | * [droplet-render](https://github.com/jaelpark/droplet-render) Volumetric cloud modeling and rendering for Blender. 568 | * [Mesh-Cloud-Rendering](https://github.com/maajor/Mesh-Cloud-Rendering) Reimplement Sea of Thieves's Cloud in Unity 569 | * [godot_volumetric_smoke](https://github.com/HungryProton/godot_volumetric_smoke) A tiny experiment to recreate the volumetric smoke for Counter Strike 2 in Godot 570 | #### Sky 571 | * [Dante83/A-Starry-Sky](https://github.com/Dante83/A-Starry-Sky) A Realistic Skybox for A Frame! :D 572 | * [SkyboxPanoramicShader](https://github.com/Unity-Technologies/SkyboxPanoramicShader) 573 | * [SkyModels](https://github.com/diharaw/SkyModels) A collection of various Sky Models implemented with OpenGL compute shaders suitable for real-time rendering. 574 | * [sun-sky](https://github.com/andrewwillmott/sun-sky) Various sun/sky models, convolution of theta/gamma-parameterised models 575 | * [nvjob-sky-shader-simple-and-fast](https://github.com/nvjob/nvjob-sky-shader-simple-and-fast) #NVJOB Dynamic Sky. Sky Shaders. Free Unity Asset. 576 | * [sun-sky](https://github.com/andrewwillmott/sun-sky) Various sun/sky models, convolution of theta/gamma-parameterised models 577 | #### Rain 578 | * [Unity-Raindrops](https://github.com/ya7gisa0/Unity-Raindrops) raindrops shader 579 | * [RainDropEffect](https://github.com/EdoFrank/RainDropEffect) Rain Drop Effect2: Effective, Fast and Flexible Rain Distortion Effect for Unity 580 | * [LensRain](https://github.com/Kink3d/LensRain) A screen-space lens rain effect using Unity's V2 Post-processing framework. 581 | * [RainFX](https://github.com/smkplus/RainFX) Natural Rain 582 | #### Fire 583 | * [fire](https://github.com/robertcupisz/fire) A fire effect for Unity. 584 | * [volumetric-fire](https://github.com/jaagupku/volumetric-fire) Project for Computer Graphics course by Jaagup Kuhi, Siim Raudsepp and Andri Poolakese 585 | #### Ice 586 | #### Iridescent 587 | * [Iridescence](https://github.com/Xerxes1138/Iridescence) 588 | * [Iridescent Shader](https://github.com/smkplus/Iridescence) Iridescence shader 589 | * [SoapFlow](https://github.com/amandaghassaei/SoapFlow) a fluid simulation of a 2D soap film 590 | #### Glass 591 | * [unity-frosted-glass](https://github.com/andydbc/unity-frosted-glass) Test of a frosted glass material in Unity. 592 | #### Gem 593 | * [UnityRayTracingGem](https://github.com/Sorumi/UnityRayTracingGem) Ray tracing gem shader for Unity 594 | #### Liquid 595 | * [UTC_LiquidShader](https://github.com/UniversalToolCompiler/UTC_LiquidShader)Dynamic liquid shader for UE5 using Substrate material. 596 | 597 | ## Environment 598 | #### VolumetricLight 599 | * [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. 600 | * [VolumetricLights](https://github.com/SlightlyMad/VolumetricLights) Volumetric Lights for Unity 601 | * [LightShafts](https://github.com/robertcupisz/LightShafts) A light shafts (volumetric shadows) effect for Unity. 602 | * [VolumetricLighting](https://github.com/NVIDIAGameWorks/VolumetricLighting) NVIDIA Gameworks Volumetric Lighting 603 | * [VolumetricLighting](https://github.com/Unity-Technologies/VolumetricLighting) ighting effects implemented for the Adam demo: volumetric fog, area lights and tube lights 604 | * [Aura](https://github.com/raphael-ernaelsten/Aura) Volumetric Lighting for Unity 605 | * [Vapor](https://github.com/ArthurBrussee/Vapor) Volumetric Fog for Unity 606 | * [VRCLightVolumes](https://github.com/REDSIM/VRCLightVolumes) Nextgen voxel based light probes replacement for VRChat 607 | * [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. 608 | * [unity-volumetric-fo](https://github.com/SiiMeR/unity-volumetric-fog) A volumetric fog implementation in Unity 609 | #### FakeVolumetricLight 610 | * [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. 611 | #### Atmospheric 612 | * [UnrealEngineSkyAtmosphere](https://github.com/sebh/UnrealEngineSkyAtmosphere) A Scalable and Production Ready Sky and Atmosphere Rendering Technique 613 | * [AtmosphericScattering](https://github.com/SlightlyMad/AtmosphericScattering) Atmospheric Scattering for Unity 614 | * [precomputed_atmospheric_scattering](https://github.com/ebruneton/precomputed_atmospheric_scattering) Eric Bruneton, 2017 615 | * [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) 616 | * [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. 617 | * [OutdoorLightScattering](https://github.com/GameTechDev/OutdoorLightScattering) Outdoor Light Scattering Sample 618 | * [Scatterer](https://github.com/LGhassen/Scatterer) Atmospheric scattering mod for KSP 619 | * [tectonics.js](https://github.com/davidson16807/tectonics.js/tree/master/precompiled) 3d plate tectonics in your web browser 620 | * [MinimalAtmosphere](https://github.com/Fewes/MinimalAtmosphere) A minimal atmospheric scattering implementation for Unity 621 | * [glsl-atmosphere](https://github.com/wwwtyro/glsl-atmosphere) Renders sky colors with Rayleigh and Mie scattering. 622 | #### Fog 623 | * [UEShaderBits-GDC-Pack](https://github.com/sp0lsh/UEShaderBits-GDC-Pack) UE4 Volumetric Fog Techniques 624 | * [SSMS](https://github.com/OCASM/SSMS) Screen space multiple scattering for Unity. 625 | * [GPU-Fog-Particles](https://github.com/MirzaBeig/GPU-Fog-Particles) Textureless fog particles using a highly customizable shader to attenuate noise values. 626 | ## Render Path 627 | * [VolumeTiledForwardShading](https://github.com/jpvanoosten/VolumeTiledForwardShading) :thumbsup: Volume Tiled Forward Shading. This technique is based on Tiled and Clustered Forward Shading (Olsson, 2012) 628 | * [Cluster](https://github.com/pezcode/Cluster) Clustered shading implementation with bgfx 629 | * [HybridRenderingEngine](https://github.com/Angelo1211/HybridRenderingEngine) Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL. 630 | * [ClusteredShadingAndroid](https://github.com/GameTechDev/ClusteredShadingAndroid) and [IntelForwardClusteredShading](https://software.intel.com/en-us/articles/forward-clustered-shading) Clustered shading on Android sample 631 | * [clustered_forward_demo](https://gitlab.com/efficient_shading/clustered_forward_demo) Ola Olsson. 632 | * [Cluster](https://github.com/pezcode/Cluster) Clustered shading implementation with bgfx 633 | * [ClusteredShadingConservative](https://github.com/kevinortegren/ClusteredShadingConservative) DirectX 12 light culling technique featured in GPU Pro 7 634 | * [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) 635 | * [Vulkan-Forward-Plus-Renderer](https://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer) Forward+ renderer in Vulkan using Compute Shader. An Upenn CIS565 final project. 636 | * [nTiled](https://github.com/BeardedPlatypus/nTiled) nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading 637 | * [DeferredTexturing](https://github.com/TheRealMJP/DeferredTexturing) A rendering sample that demonstrates bindless deferred texturing using D3D12 638 | * [SweetTexelShading](https://github.com/julhe/SweetTexelShading) Texel-Shading (experimental!) with Unity's ScriptableRenderPipeline 639 | * [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" 640 | 641 | ## Camera 642 | #### Physically Based Camera 643 | * [Physical-Camera](https://github.com/Unity-Technologies/Physical-Camera) Unity Component that can describes a physical camera's attributes. 644 | * [pbc](https://github.com/kiwaiii/pbc) Physically based camera 645 | * [Cat-Physically-Based-Camera](https://github.com/JoachimCoenen/Cat-Physically-Based-Camera) a physically based camera component for Unity 646 | #### DOF 647 | * [HexBokehBlur](https://github.com/zigguratvertigo/HexBokehBlur) Hexagonal Bokeh Blur 648 | * [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 649 | * [VVDoFDemo](http://graphics.cs.williams.edu/papers/DepthOfFieldGPUPro2013/VVDoFDemo.zip) 650 | #### Lens 651 | * [PhysicallyBasedLensFlare](https://github.com/greje656/PhysicallyBasedLensFlare) Lens flare 652 | * [LightLeaksUnity](https://github.com/danielzeller/LightLeaksUnity) Light Leaks Image Effects for Unity 653 | * [hdreffects](https://github.com/karimnaaji/hdreffects) High dynamic range rendering, with lens flare approximation and bloom 654 | * [LensFlares](https://github.com/dotsquid/LensFlares) Simple GPU Occlusion for Lens Flares 655 | * [UnityOcclusionLensFlare](https://github.com/pschraut/UnityOcclusionLensFlare) A Lens Flare effect for Unity that doesn't require Physics. 656 | 657 | ## Standard Format 658 | * [OpenShadingLanguage](https://github.com/imageworks/OpenShadingLanguage) Advanced shading language for production GI renderers 659 | * [glTF-SDK](https://github.com/Microsoft/glTF-SDK) glTF-SDK is a Software Development Kit for glTF 660 | * [cgltf](https://github.com/jkuhlmann/cgltf) Single-file glTF 2.0 loader and writer written in C99 661 | * [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 2.0 662 | * [gltf-pipeline](https://github.com/CesiumGS/gltf-pipeline) Content pipeline tools for optimizing glTF assets 663 | * [glTFast](https://github.com/atteneder/glTFast) Efficient glTF 3D import / export package for Unity 664 | * [fastgltf](https://github.com/spnda/fastgltf) A blazing fast C++17 glTF library powered by SIMD. 665 | * [SharpGLTF](https://github.com/vpenades/SharpGLTF) glTF reader and writer for .NET Standard 666 | * [USD](https://github.com/PixarAnimationStudios/USD) Universal Scene Description http://www.openusd.org 667 | * [MaterialX](https://github.com/materialx/MaterialX) MaterialX is an open standard for transfer of rich material and look-development content between applications and renderers. 668 | * [MDL](https://github.com/NVIDIA/MDL-SDK) NVIDIA Material Definition Language SDK 669 | * [OpenMeshEffect](https://github.com/eliemichel/OpenMeshEffect) OpenFX Mesh Effect API - A plug-in API for cross-software procedural mesh effects 670 | 671 | ## Stylize 672 | #### NPR 673 | * [DanbaidongRP](https://github.com/danbaidong1111/DanbaidongRP) ToonRenderPipeline Unity6 RayTracing 674 | * [NPR_Lab](https://github.com/candycat1992/NPR_Lab) Test some NPR in Unity. 675 | * [UnityChanToonShader](https://github.com/Unity-Technologies/com.unity.toonshader) Unity Toon Shader ( an experimental package ) 676 | * [URP_Toon](https://github.com/ChiliMilk/URP_Toon) A Toon Shader in Unity Universal Render Pipeline 677 | * [lilToon](https://github.com/lilxyzw/lilToon) Feature-rich shaders for avatars 678 | * [MooaToon](https://github.com/JasonMa0012/MooaToon) The Ultimate Solution for Cinematic Toon Rendering in UE5 [mooatoon.com](https://mooatoon.com/) 679 | * [JTRP](https://github.com/JasonMa0012/JTRP) JTRP : Unity HDRP ToonShading Render Pipeline (Preview) 680 | * [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 681 | * [FernRPExample](https://github.com/FernRP/FernRPExample) This project is the implementation of FernRP Package, Include NPR/PBR. 682 | * [kamakura-shaders](https://github.com/kayac/kamakura-shaders) NPR for Unity with a bunch of features and adjustable parameters in a user-friendly interface. 683 | * [MToon](https://github.com/Santarh/MToon) Toon Shader with Unity Global Illumination 684 | * [PoiyomiToonShader](https://github.com/poiyomi/PoiyomiToonShader) A feature rich toon shader for unity and VR Chat 685 | * [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. 686 | * [LiliumToonGraph](https://github.com/you-ri/LiliumToonGraph) UniversalRP Toon Shader with ShaderGraph 687 | * [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. 688 | * [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. 689 | * [URP_StylizedLitShader](https://github.com/madumpa/URP_StylizedLitShader) Madumpa's URP Stylized Lit Shader Repository 690 | * [ToonLandscape3](https://github.com/chrisloop/ToonLandscape3) ToonLandscape3 691 | * [ChinesePaintingDemo](https://github.com/AtwoodDeng/ChinesePaintingDemo) Demo of Chinese Painting Shader 692 | * [WaterColorFilter](https://github.com/nobnak/WaterColorFilter) WaterColorFilter for Unity 693 | #### Low Poly 694 | * [LowpolyOcean](https://github.com/JiongXiaGu/LowpolyOcean) low polygon water effect working in Unity 695 | * [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. 696 | * [FlatShader](https://github.com/cjurjiu/FlatShader) A very simple shader which performs flatshading without the need for duplicating vertices when building the geometry. 697 | #### Voxel 698 | * [Magicavoxel](https://github.com/ephtracy/ephtracy.github.io/releases) http://ephtracy.github.io/ 699 | * [UE4VoxelTerrain](https://github.com/bw2012/UE4VoxelTerrain) Unreal Engine 4: Smooth voxel terrian 700 | * [VoxelPlugin](https://github.com/Phyronnaz/VoxelPlugin) Voxel plugin for Unreal Engine 701 | * [voxelizer](https://github.com/karimnaaji/voxelizer) Header only mesh voxelizer in c99 702 | * [gpu-physics-unity](https://github.com/jknightdoeswork/gpu-physics-unity) A GPU Accelerated Voxel Physics Solver for Unity 703 | * [Field3D](https://github.com/imageworks/Field3D) A library for storing voxel data on disk and in memory. 704 | * [magicavoxel-shaders](https://github.com/lachlanmcdonald/magicavoxel-shaders) Shaders for MagicaVoxel to simplify common and repetitive tasks. 705 | * [UnityVOXFileImport](https://github.com/ray-cast/UnityVOXFileImport) A tool to import a .vox file for Unity's GameObject and Prefab 706 | * [Terasology](https://github.com/MovingBlocks/Terasology) open source voxel world http://terasology.org 707 | * [VoxelSpace](https://github.com/s-macke/VoxelSpace) errain rendering algorithm in less than 20 lines of code 708 | * [unity-voxel](https://github.com/mattatz/unity-voxel) Mesh voxelization for Unity. 709 | * [tsdf-fusion](https://github.com/andyzeng/tsdf-fusion) Fuse multiple depth frames into a TSDF voxel volume. 710 | * [Marching-Cubes-Terrain](https://github.com/Eldemarkki/Marching-Cubes-Terrain) Marching Cubes terrain implementation in Unity using the Job System and the Burst compiler 711 | * [smoothvoxels](https://github.com/jel-app/smoothvoxels) 712 | * [goxel](https://github.com/guillaumechereau/goxel) Goxel: Free and Open Source 3D Voxel Editor 713 | 714 | ## Volume Rendering 715 | #### RayMarch 716 | * [uRaymarching](https://github.com/hecomi/uRaymarching) Raymarching Shader Generator in Unity 717 | * [unity-ray-marching](https://github.com/TheAllenChou/unity-ray-marching) Ray Marching Sandbox 718 | * [unity-volume-rendering](https://github.com/mattatz/unity-volume-rendering) Volume rendering by object space raymarching for Unity. 719 | * [Texture3DPreview-for-Unity](https://github.com/raphael-ernaelsten/Texture3DPreview-for-Unity) This package enables interactive previews of Texture3D assets in Unity's Inspector window. 720 | * [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 721 | * [unity-ray-marching](https://github.com/brianasu/unity-ray-marching) Ray marching for rendering 3D noise and textures in Unity 3D 722 | * [UE4_VolumeRaymarching](https://github.com/TheHugeManatee/UE4_VolumeRaymarching) Plugin for UE4 to perform volume raycasting 723 | #### Point Clouds 724 | * [PCL](http://www.pointclouds.org/) A standalone, large scale, open project for 2D/3D image and point cloud processing. 725 | * [Pcx](https://github.com/keijiro/Pcx) Point cloud importer & renderer for Unity 726 | * [compute_rasterizer](https://github.com/m-schuetz/compute_rasterizer) Rendering Point Clouds with Compute Shaders 727 | * [potree](https://github.com/potree/potree) WebGL point cloud viewer for large datasets 728 | * [point2mesh](https://github.com/ranahanocka/point2mesh) Reconstruct Watertight Meshes from Point Clouds [SIGGRAPH 2020] 729 | * [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. 730 | #### Shear-warp 731 | #### Other 732 | * [OpenVDB](https://github.com/dreamworksanimation/openvdb) Sparse volume data structure and tools. [OpenVDBForUnity](https://github.com/karasusan/OpenVDBForUnity) 733 | * [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. 734 | * [unity-nanovdb-renderer](https://github.com/andersblomqvist/unity-nanovdb-renderer) A proof of concept renderer for NanoVDB in Unity 6 735 | * [openvkl](https://github.com/openvkl/openvkl) Intel® Open Volume Kernel Library (Intel® Open VKL) is a collection of high-performance volume computation kernels 736 | 737 | ## Acceleration 738 | #### Frustum Culling 739 | * [sseculling](https://github.com/nsf/sseculling) 740 | #### PVS 741 | * [kPortals](https://github.com/Kink3d/kPortals) A pre-calculated Portal visibility system for Unity. 742 | * [CornerCulling](https://github.com/87andrewh/CornerCulling) Fast and Maximally Accurate Occlusion Culling 743 | #### .. 744 | * [pipeline](https://github.com/nvpro-pipeline/pipeline) nvpro-pipeline is a research rendering pipeline 745 | * [IndirectOcclusionCulling](https://github.com/JJoosten/IndirectOcclusionCulling) Indirect Occlusion Culling 746 | * [melt](https://github.com/karimnaaji/melt) Automatic conservative mesh occluder generation by box filling 747 | * [EveryCulling](https://github.com/SungJJinKang/EveryCulling) This library integrates multiple culling methods into one library. 748 | #### Bounding 749 | * [bounding-mesh](https://github.com/gaschler/bounding-mesh) Implementation of the bounding mesh and bounding convex decomposition algorithms for single-sided mesh approximation 750 | #### Soft Occlusion Culling 751 | * [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. 752 | * [snapdragon-oc](https://github.com/SnapdragonStudios/snapdragon-oc) Snapdragon™ Occlusion Culling (SDOC) 753 | * [intel_occlusion_cull](https://github.com/rygorous/intel_occlusion_cull) Intel's Software Occlusion Culling demo with my modifications 754 | * [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. 755 | * [Janua](https://github.com/gigc/Janua) Open Source occlusion culling engine for 3D Scenes 756 | * [OcclusionCulling](https://github.com/GameTechDev/OcclusionCulling) software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance. 757 | * [rasterizer](https://github.com/rawrunprotected/rasterizer) This project is a state-of-the-art software occlusion culling system. 758 | * [vigilant-system](https://github.com/nlguillemot/vigilant-system) 759 | * [Horus-Unity-Occlusion-Culling](https://github.com/FerzanK/Horus-Unity-Occlusion-Culling) Occlusion culling for Unity 760 | #### Hardware Occlusion Queries 761 | #### Hierarchical-Z Buffer 762 | * [Hierarchical-Z-Buffer](https://github.com/nickdarnell/Hierarchical-Z-Buffer) 763 | #### Hierarchical Occlusion Map 764 | #### GPU-Driven 765 | * [Indirect-Rendering-With-Compute-Shaders](https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders) Compute shader: Frustum culling,Occlusion culling with HierarchicalZBuffer 766 | * [gpu_occlusion_culling_vk](https://github.com/sydneyzh/gpu_occlusion_culling_vk) GPU occlusion culling using compute shader with Vulkan 767 | * [niagara](https://github.com/zeux/niagara) A Vulkan renderer written from scratch on stream 768 | #### Other Cullings 769 | * [Unity-GPU-Based-Occlusion-Culling](https://github.com/przemyslawzaworski/Unity-GPU-Based-Occlusion-Culling) 770 | #### Imposter 771 | * [IMP](https://github.com/xraxra/IMP) billboard imposter baking for Unity 772 | * [URPIMP](https://github.com/hickVieira/URPIMP) IMP ported to URP 773 | * [ImpostorBaker](https://github.com/ictusbrucks/ImpostorBaker) UE4 Plugin for generating Impostors for static meshes 774 | #### LOD 775 | * [Planet-LOD](https://github.com/sp4cerat/Planet-LOD) Planet Rendering: Adaptive Spherical Level of Detail based on Triangle Subdivision 776 | #### HLOD 777 | * [HLODSystem](https://github.com/Unity-Technologies/HLODSystem) HLOD system 778 | #### Meshlets 779 | * [meshlete](https://github.com/JarkkoPFC/meshlete) Chop 3D objects to meshlets 780 | * [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. 781 | 782 | ## Spatial Data Structures 783 | * [HashDAG](https://github.com/Phyronnaz/HashDAG) Interactively Modifying Compressed Sparse Voxel Representations 784 | * [aabo](https://github.com/bryanmcnett/aabo) Axis Aligned Bounding Octahedron 785 | * [Transvoxel-XNA](https://github.com/BinaryConstruct/Transvoxel-XNA) Transvoxel implementation in C# for XNA 786 | #### CBT 787 | * [large_cbt](https://github.com/AnisB/large_cbt) Concurrent Binary Trees for Large-Scale Game Components, at Siggraph 2024 788 | #### Octree&Quadtree 789 | * [i-octree](https://github.com/zhujun3753/i-octree) [ICRA2024] Implementation of A Fast, Lightweight, and Dynamic Octree for Proximity Search 790 | * [UnityOctree](https://github.com/Nition/UnityOctree) A dynamic, loose octree implementation for Unity written in C# 791 | * [NativeTrees](https://github.com/bartofzo/NativeTrees) Burst compatible Octree and Quadtree for Unity 792 | * [NativeQuadtree](https://github.com/marijnz/NativeQuadtree) A Quadtree Native Collection for Unity DOTS 793 | * [ECS-Octree](https://github.com/Antypodish/ECS-Octree) Unity ECS based octree. 794 | #### SparseVoxelOctree 795 | * [ooc_svo_builder](https://github.com/Forceflow/ooc_svo_builder) Out-Of-Core Construction of Sparse Voxel Octrees - reference implementation 796 | * [SparseVoxelOctree](https://github.com/AdamYuan/SparseVoxelOctree) A GPU SVO Builder using rasterization pipeline, a efficient SVO ray marcher and a simple SVO path tracer. 797 | * [unity-sparse-voxel-octrees](https://github.com/xandergos/unity-sparse-voxel-octrees) A sparse voxel octree renderer, made for use with Unity. 798 | #### KDTree 799 | * [KDTree](https://github.com/viliwonka/KDTree) Fast KDTree for Unity, with thread-safe querying. 800 | * [KdTree](https://github.com/codeandcats/KdTree) A fast, generic, multi-dimensional Binary Search Tree written in C# 801 | * [KNN](https://github.com/ArthurBrussee/KNN) Fast K-Nearest Neighbour Library for Unity DOTS 802 | #### BVH 803 | * [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. 804 | * [fcpw](https://github.com/rohan-sawhney/fcpw) fast distance and ray intersection queries 805 | * [bhh](https://github.com/bryanmcnett/bhh) Bounding Halfspace Hierarchy 806 | * [Fast-BVH](https://github.com/brandonpelfrey/Fast-BVH) A Simple, Optimized Bounding Volume Hierarchy for Ray/Object Intersection Testing 807 | * [bvh](https://github.com/madmann91/bvh) A modern C++ BVH construction and traversal library 808 | * [bvh](https://github.com/shinjiogaki/bvh) BVH STAR in Japanese 809 | * [tinybvh](https://github.com/jbikker/tinybvh) Single-header BVH construction and traversal library. 810 | * [bvh_article](https://github.com/jbikker/bvh_article) Code accompanying the blog post on bvh construction. 811 | * [nbvh](https://github.com/WeiPhil/nbvh) Source Code for "N-BVH: Neural ray queries with bounding volume hierarchies" (SIGGRAPH 2024) 812 | * [VkLBVH](https://github.com/MircoWerner/VkLBVH) GPU LBVH builder implemented in Vulkan and GLSL. 813 | * [HIP-BVH-Construction](https://github.com/Niravaana/HIP-BVH-Construction) experiments with BVH build algorithms on GPU. 814 | * [unity-tinybvh](https://github.com/andr3wmac/unity-tinybvh) An example implementation for tinybvh in Unity and a foundation for building compute based raytracing solutions. 815 | * [ComputeShaderBVHMeshHit](https://github.com/fuqunaga/ComputeShaderBVHMeshHit) Unity ComputeShader implementation of BVH(Bounding Volume Hierarchy) based mesh hit checking. 816 | * [UnityBoundingVolumeHeirachy](https://github.com/rossborchers/UnityBoundingVolumeHeirachy) Unity Bounding Volume Heirachy (BVH) 817 | #### SpatialHashing 818 | * [Unity_GPUNearestNeighbor](https://github.com/kodai100/Unity_GPUNearestNeighbor) Spatial Hashing Algorithm with GPU Acceleration 819 | #### SDF 820 | * [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. 821 | * [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. 822 | * [mesh_to_sdf](https://github.com/Azkellas/mesh_to_sdf) A Mesh to SDF converter, written in rust 823 | * [MeshToSDF](https://github.com/aman-tiwari/MeshToSDF) Unity. Computer Shader. JFD Generate SDF in realtime 824 | * [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. 825 | * [msdfgen](https://github.com/Chlumsky/msdfgen) Multi-channel signed distance field generator 826 | * [SDFGen](https://github.com/christopherbatty/SDFGen) A simple commandline utility to generate grid-based signed distance field (level set) generator from triangle meshes 827 | * [DeepSDF](https://github.com/facebookresearch/DeepSDF) Learning Continuous Signed Distance Functions for Shape Representation 828 | * [sdfu](https://github.com/termhn/sdfu) Signed Distance Field Utilities https://crates.io/crates/sdfu 829 | * [distance-occlusion](https://github.com/andrewwillmott/distance-occlusion) A library of distance and occlusion generation routines 830 | * [rust_test](https://github.com/sebbbi/rust_test) :thumbsup: 831 | * [sdf-explorer](https://github.com/tovacinni/sdf-explorer) JCGT / I3D paper, "A Dataset and Explorer for 3D Signed Distance Functions". 832 | 833 | ## Transparency 834 | * [unity-dithered-transparency-shader](https://github.com/gkjohnson/unity-dithered-transparency-shader) Unity material and shader for applying clipped, dithered transparency 835 | * [Dithering-Unity3d](https://github.com/mcraiha/Dithering-Unity3d) Dithering algorithms for Unity3d 836 | * [PreMulAlpha](https://github.com/dtrebilco/PreMulAlpha) Pre-Multiplied blend mode 837 | #### OIT 838 | * [lucid](https://github.com/nadult/lucid) real-time GPU software rasterizer for exact OIT 839 | * [Order-Independent-Trasparency](https://github.com/PixelClear/Order-Independent-Trasparency) 840 | * [OIT_Lab](https://github.com/candycat1992/OIT_Lab) 841 | * [oitDemo](https://github.com/turol/oitDemo) Order Independent Transparency In OpenGL 4.x 842 | * [vk_order_independent_transparency](https://github.com/nvpro-samples/vk_order_independent_transparency) Demonstrates seven different techniques for order-independent transparency in Vulkan. 843 | * [PixelSyncOIT](https://github.com/chrismile/PixelSyncOIT) A demo for order independent transparency using pixel synchronization (GL_ARB_fragment_shader_interlock) 844 | #### Optimization 845 | * [OffScreenParticleRendering](https://github.com/slipster216/OffScreenParticleRendering) Off Screen Particle Rendering system for Unity 846 | Other..... 847 | * [TLVulkanRenderer](https://github.com/trungtle/TLVulkanRenderer) Vulkan-based renderer on real-time transparency 848 | 849 | ## Differentiable 850 | * [SoftRas](https://github.com/ShichenLiu/SoftRas) Project page of paper "Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning" 851 | * [redner](https://github.com/BachiLi/redner) Differentiable rendering without approximation. 852 | * [nvdiffrast](https://github.com/NVlabs/nvdiffrast) Nvdiffrast - Modular Primitives for High-Performance Differentiable Rendering. 853 | * [jrender](https://github.com/Jittor/jrender) Jrender 2.0 (Jittor渲染库) 854 | 855 | ## Math 856 | * [Eigen](https://gitlab.com/libeigen/eigen) :star: linear algebra: matrices, vectors, numerical solvers, and related algorithms. [Eigen](http://eigen.tuxfamily.org/) 857 | * [MathGeoLib](https://github.com/juj/MathGeoLib) :thumbsup: A C++ library for linear algebra and geometry manipulation for computer graphics 858 | * [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. 859 | * [CGAL](https://github.com/CGAL/cgal) geometric algorithms in the form of a C++ library. 860 | * [Mathfs](https://github.com/FreyaHolmer/Mathfs) :thumbsup: Expanded Math Functionality for Unity 861 | * [glm](https://github.com/g-truc/glm) OpenGL Mathematics (GLM) https://glm.g-truc.net 862 | * [cglm](https://github.com/recp/cglm) Highly Optimized Graphics Math (glm) for C 863 | * [GlmSharp](https://github.com/Philip-Trettner/GlmSharp) Open-source semi-generated GLM-flavored math library for .NET/C# 864 | * [GEOS](http://trac.osgeo.org/geos) Geometry Engine 865 | * [klein](https://github.com/jeremyong/klein) P(R*_{3, 0, 1}) specialized SIMD Geometric Algebra Library https://jeremyong.com/klein 866 | * [oneMath](https://github.com/uxlfoundation/oneMath) oneAPI Math Library (oneMath) 867 | * [MTL](https://svn.simunova.com/svn/mtl4/trunk) Matrix Template Library, a linear algebra library for C++ programs. 868 | * [DirectXMath](https://github.com/Microsoft/DirectXMath) DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps 869 | * [polyscope](https://github.com/nmwsharp/polyscope) A prototyping-oriented UI for geometric algorithms https://polyscope.run 870 | * [geometry-central](https://github.com/nmwsharp/geometry-central) Applied 3D geometry in C++, with a focus on surface meshes. 871 | * [GeometRi.CSharp](https://github.com/RiSearcher/GeometRi.CSharp) Simple and lightweight computational geometry library for .Net 872 | * [geogram](https://github.com/BrunoLevy/geogram) a programming library with geometric algorithms 873 | * [geomc](https://github.com/trbabb/geomc) A c++ linear algebra template library 874 | * [geometry3Sharp](https://github.com/gradientspace/geometry3Sharp) [geometry4Sharp](https://github.com/NewWheelTech/geometry4Sharp) C# library for 2D/3D geometric computation, mesh algorithms, and so on 875 | * [fastapprox](https://github.com/romeric/fastapprox) Approximate and vectorized versions of common mathematical functions 876 | * [hlslpp](https://github.com/redorav/hlslpp) Math library using hlsl syntax with SSE/NEON support 877 | * [vml](https://github.com/valentingalea/vml) C++17 GLSL-like vector and matrix math lib 878 | * [mathfu](https://github.com/google/mathfu) C++ math library developed primarily for games focused on simplicity and efficiency. http://google.github.io/mathfu 879 | * [mathnet-numerics](https://github.com/mathnet/mathnet-numerics) Math.NET Numerics numerics.mathdotnet.com 880 | * [OpenBLAS](https://github.com/OpenMathLib/OpenBLAS) OpenBLAS is an optimized BLAS library [www.openblas.net](www.openblas.net) 881 | * [Terathon-Math-Library](https://github.com/EricLengyel/Terathon-Math-Library) C++ math library for 2D/3D/4D vector, matrix, quaternion, and geometric algebra. 882 | * [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. 883 | * [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. 884 | * [just_math](https://github.com/ramakarl/just_math) Just Math - A collection of pure math demos for computer graphics. 885 | #### MathInShader 886 | * [ShaderFastLibs](https://github.com/michaldrobot/ShaderFastLibs) Shader libraries for fast shader opetations. 887 | #### SH 888 | * [sh-lib](https://github.com/andrewwillmott/sh-lib) Spherical/zonal harmonics library 889 | * [spherical-harmonics](https://github.com/google/spherical-harmonics) Spherical harmonics library 890 | * [sht](https://github.com/rlk/sht) Spherical Harmonic Tools 891 | * [shtns](https://bitbucket.org/nschaeff/shtns) Spherical Harmonic Transform library aimed at high performance numerical simulations in spherical geometries. It is very fast. 892 | * [IntegralSH](https://github.com/belcour/IntegralSH) Integrating Clipped Spherical Harmonics Expansions 893 | * [HLSL-Spherical-Harmonics](https://github.com/sebh/HLSL-Spherical-Harmonics) A collection of HLSL functions one can include to use spherical harmonics in shaders. 894 | * [SHTOOLS](https://github.com/SHTOOLS/SHTOOLS) SHTOOLS - Spherical Harmonic Tools https://shtools.github.io/SHTOOLS/ 895 | * [SHRotation](https://github.com/dwilliamson/SHRotation) Spherical Harmonic Rotation (Ivanic/Ruedenberg & Choi) 896 | #### Curve 897 | * [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. 898 | * [nurbs](https://github.com/StandardCyborg/nurbs) Non-Uniform Rational B-Splines (NURBS) of any dimensionality 899 | * [BezierInfo-2](https://github.com/Pomax/BezierInfo-2) The development repo for the Primer on Bézier curves, https://pomax.github.io/bezierinfo 900 | #### FFT 901 | * [benchmarking-fft](https://github.com/project-gemmi/benchmarking-fft) choosing FFT library 902 | * [VkFFT](https://github.com/DTolm/VkFFT) Vulkan Fast Fourier Transform library 903 | * [GLFFT](https://github.com/Themaister/GLFFT) A C++11/OpenGL library for the Fast Fourier Transform 904 | * [dj_fft](https://github.com/jdupuy/dj_fft) Header only FFT library 905 | #### Sampling 906 | * [SamplinSafari](https://github.com/wkjarosz/SamplinSafari) :thumbsup: Samplin' Safari is a research tool to visualize and interactively inspect high-dimensional (quasi) Monte Carlo samplers. 907 | * [libsampling](https://github.com/thu-vis/libsampling) A library of sampling algorithms 908 | * [poisson-disk-generator](https://github.com/corporateshark/poisson-disk-generator) Poisson disk points generator in C++ in a single file 909 | * [poisson-disc-sampling](https://github.com/udit/poisson-disc-sampling) Poisson Disc Sampling in GDScript for Godot 910 | * [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) 911 | * [LindeBuzoGrayStippling](https://github.com/MarcSpicker/LindeBuzoGrayStippling) An interactive demo application for the algorithm proposed in our SIGGRAPH Asia 2017 technical paper. 912 | * [SampleZoo](https://github.com/Atrix256/SampleZoo) Simple implementations of sampling patterns, with objective tests to compare them 913 | #### Random 914 | * [pcg-cpp](https://github.com/imneme/pcg-cpp) PCG Random Number Generation 915 | 916 | ## Image&Color 917 | #### Noise 918 | * [SteerablePerlinNoise](https://github.com/jakericedesigns/SteerablePerlinNoise) Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025 919 | * [fastnoise](https://github.com/electronicarts/fastnoise) Filter-adapted Spatiotemporal Sampling for Real-Time Rendering 920 | * [procedural-tileable-shaders](https://github.com/tuxalin/procedural-tileable-shaders) Collection of tileable procedural textures such as: cellular noise, fbm, voronoi, perlin and other. 921 | * [FastNoiseLite](https://github.com/Auburn/FastNoiseLite) Fast Portable Noise Library - C# C++ C Java(Script) HLSL GLSL 922 | * [FastNoise2](https://github.com/Auburn/FastNoise2) Modular node graph based noise generation library using SIMD, C++17 and templates 923 | * [LibNoise.Unity](https://github.com/ricardojmendez/LibNoise.Unity) [libnoise](http://libnoise.sourceforge.net/index.html) Coherent noise library for Unity, a port of LibNoise 924 | * [webgl-noise](https://github.com/stegu/webgl-noise) :star: Procedural Noise Shader Routines compatible with WebGL 925 | * [Wombat](https://github.com/BrianSharpe/Wombat) An efficient texture-free GLSL procedural noise library 926 | * [GPU-Noise-Lib](https://github.com/BrianSharpe/GPU-Noise-Lib) Optimized GPU noise functions and utilities http://briansharpe.wordpress.com/ 927 | * [NoiseShader](https://github.com/keijiro/NoiseShader) Noise shader library for Unity 928 | * [OpenSimplex2](https://github.com/KdotJPG/OpenSimplex2) Successors to OpenSimplex Noise, plus updated OpenSimplex. 929 | * [Accidental Noise Library](http://accidentalnoise.sourceforge.net/) generating Perlin noise and other forms of noise in a modular fashion. 930 | * [VisualNoiseDesigner](https://github.com/x0r04rg/VisualNoiseDesigner) Visual Noise Designer for Unity 931 | * [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. 932 | * [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. 933 | * [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 934 | * [LowDiscBlueNoise](https://github.com/dcoeurjo/LowDiscBlueNoise) generate 2D point sets which have both low discrepancy and Blue-Noise properties. 935 | * [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. 936 | #### Computer Vision 937 | * [OpenCV](https://github.com/opencv/opencv) Open Source Computer Vision Library. C# Wrapper [opencvsharp](https://github.com/shimat/opencvsharp) 938 | * [unrealcv](https://github.com/unrealcv/unrealcv) UnrealCV: Connecting Computer Vision to Unreal Engine 939 | #### Image 940 | * [bimg](https://github.com/bkaradzic/bimg) :thumbsup: Image library. 941 | * [OpenImageIO](https://github.com/OpenImageIO/oiio) OpenImageIO http://www.openimageio.org 942 | * [ImageSharp](https://github.com/SixLabors/ImageSharp) A cross-platform library for the processing of image files; written in C# 943 | * [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) 944 | * [ImageViewer](https://github.com/kopaka1822/ImageViewer) HDR, PFM, DDS, KTX, EXR, PNG, JPG, BMP image viewer and manipulator 945 | * [GIMP](https://github.com/GNOME/gimp) The GNU Image Manipulation Program 946 | * [psd_sdk](https://github.com/MolecularMatters/psd_sdk) A C++ library that directly reads Photoshop PSD files. 947 | * [hdrview](https://github.com/wkjarosz/hdrview) High-dynamic range image viewer with an emphasis on examining and comparing images, and including minimalistic tonemapping capabilities. 948 | * [Luminance HDR](https://github.com/LuminanceHDR/LuminanceHDR) A complete workflow for HDR imaging. 949 | * [DirectXTex](https://github.com/microsoft/DirectXTex) DirectXTex texture processing library [walbourn.github.io/directxtex/](https://walbourn.github.io/directxtex/) 950 | #### VectorGraphics 951 | * [vg-renderer](https://github.com/jdryg/vg-renderer) A vector graphics renderer for bgfx, based on ideas from NanoVG and ImDrawList (Dear ImGUI) 952 | * [blaze](https://github.com/aurimasg/blaze) Multi-threaded, CPU-based vector graphics rasterizer. 953 | 954 | #### TextureCompressed 955 | * [RTXNTC](https://github.com/NVIDIA-RTX/RTXNTC) NVIDIA Neural Texture Compression SDK 956 | * [nv_dds](https://github.com/paroj/nv_dds) DDS image loader for OpenGL/ OpenGL ES2 http://paroj.github.io/nv_dds/ 957 | * [nvidia-texture-tools](https://github.com/castano/nvidia-texture-tools) Texture processing tools with support for Direct3D 10 and 11 formats. 958 | * [crunch](https://github.com/BinomialLLC/crunch) Advanced DXTc texture compression and transcoding library http://binomial.info 959 | * [unity-ycca-subsampling](https://github.com/n-yoda/unity-ycca-subsampling) [ChromaPack](https://github.com/keijiro/ChromaPack) YCCA chroma subsampling technique 960 | * [basis_universal](https://github.com/BinomialLLC/basis_universal) :star: Basis Universal GPU Texture and Texture Video Compression Codec 961 | * [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 962 | * [bcdec](https://github.com/iOrange/bcdec) Small header-only C library to decompress any BC compressed image 963 | * [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. 964 | * [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) 965 | * [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. 966 | * [Goofy](https://github.com/SergeyMakeev/Goofy) Goofy - Realtime DXT1/ETC1 encoder 967 | * [UnityGPUTexCompression](https://github.com/aras-p/UnityGPUTexCompression/) How to do DXT/BCn texture compression in Unity using compute shaders 968 | * [GPURealTimeBC6H](https://github.com/knarkowicz/GPURealTimeBC6H) Real-time BC6H compression on GPU 969 | * [ISPCTextureCompressor](https://github.com/GameTechDev/ISPCTextureCompressor) ISPC Texture Compressor 970 | * [tev](https://github.com/Tom94/tev) High dynamic range (HDR) image comparison tool for graphics people with an emphasis on OpenEXR images. 971 | * [KtxUnity](https://github.com/atteneder/KtxUnity) :thumbsup: Load KTX and Basis Universal textures at runtime 972 | * [qoi](https://github.com/phoboslab/qoi) The “Quite OK Image” format for fast, lossless image compression 973 | * [libspng](https://github.com/randy408/libspng) Simple, modern libpng alternative https://libspng.org/ 974 | * [fpng](https://github.com/richgel999/fpng) Super fast C++ .PNG writer/reader 975 | 976 | #### Color 977 | * [OpenColorIO](https://github.com/imageworks/OpenColorIO) A color management framework for visual effects and animation http://opencolorio.org 978 | * [GLSL-Color-Spaces](https://github.com/tobspr/GLSL-Color-Spaces) Utility functions to convert between various color spaces in GLSL 979 | * [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) 980 | * [color](https://github.com/dmilos/color) ++ library thats implemets class color. Available models: RGB, HSL, HSV, CMY, CMYK, YIQ, YUV and growing. 981 | * [colormap-shaders](https://github.com/kbinani/colormap-shaders) A collection of shaders to draw color maps. 982 | * [mixbox](https://github.com/scrtwpns/mixbox) :thumbsup: Mixbox is a library for natural color mixing based on real pigments. 983 | 984 | ## Mesh 985 | #### IO 986 | * [ufbx](https://github.com/ufbx/ufbx) :thumbsup: Single source file FBX loader 987 | * [assimp](https://github.com/assimp/assimp) A library to import and export various 3d-model-formats 988 | * [open3mod](https://github.com/acgessler/open3mod) Open 3D Model Viewer - A quick and powerful 3D model viewer 989 | * [DirectXMesh](https://github.com/Microsoft/DirectXMesh) DirectXMesh geometry processing library 990 | * [OpenFBX](https://github.com/nem0/OpenFBX) Lightweight open source FBX importer 991 | * [fast_obj](https://github.com/thisistherk/fast_obj) Fast C OBJ parser 992 | #### Subdivision 993 | * [OpenSubdiv](https://github.com/PixarAnimationStudios/OpenSubdiv) An Open-Source subdivision surface library. http://graphics.pixar.com/opensubdiv 994 | #### Simplification 995 | * [CWF](https://github.com/Xrvitd/CWF) Consolidating Weak Features in High-quality Mesh Simplification 996 | * [Fast-Quadric-Mesh-Simplification](https://github.com/sp4cerat/Fast-Quadric-Mesh-Simplification) Mesh triangle reduction using quadrics 997 | * [UnityMeshSimplifier](https://github.com/Whinarn/UnityMeshSimplifier) Mesh simplification for Unity. 998 | * [simplify](https://github.com/fogleman/simplify) Implementation of Surface Simplification Using Quadric Error Metrics, SIGGRAPH 97, written in Go. 999 | * [SeamAwareDecimater](https://github.com/songrun/SeamAwareDecimater) Mesh simplification with UV's boundary preserved 1000 | * [BunnyLOD](https://github.com/dougbinks/BunnyLOD) Cross platform GLFW based port of Stan Melax's BunnyLOD Easy Mesh Simplification 1001 | #### Deform 1002 | * [UnityPenetrationTech](https://github.com/naelstrof/UnityPenetrationTech) A gpu-based deformation system for mapping penetrators along orifice paths. 1003 | * [Deform](https://github.com/keenanwoodall/Deform) A framework for deforming meshes in the editor and at runtime in Unity. 1004 | #### DelaunayTriangulation 1005 | * [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) 1006 | * [voronoi](https://github.com/JCash/voronoi) A C implementation for creating 2D voronoi diagrams 1007 | * [poly2tri](https://github.com/greenm01/poly2tri) Fast and Robust Simple Polygon Triangulation With/Without Holes [poly2tri-cs](https://github.com/MaulingMonkey/poly2tri-cs) 1008 | * [CDT](https://github.com/artem-ogre/CDT) C++ library for constrained Delaunay triangulation (CDT) 1009 | * [CDT](https://github.com/MarcoAttene/CDT) CDT - Constrained Delaunay Tetrahedrization made robust and practical 1010 | * [delaunator](https://github.com/mapbox/delaunator) An incredibly fast JavaScript library for Delaunay triangulation of 2D points 1011 | * [unity-triangulation2D](https://github.com/mattatz/unity-triangulation2D) Ruppert's Delaunay Refinement Algorithm in Unity 1012 | * [unity-delaunay-triangulation](https://github.com/komietty/unity-voronoi) Voronoi mesh generator 1013 | * [Constrained_Delaunay_Triangulation](https://github.com/Samson-Mano/Constrained_Delaunay_Triangulation) Constrained Delaunay Triangulation (CDT) of a random surface domain. 1014 | * [Hull-Delaunay-Voronoi](https://github.com/Scrawk/Hull-Delaunay-Voronoi) Hull, Delaunay and Voronoi algorithms in Unity 1015 | * [BurstTriangulator](https://github.com/andywiecko/BurstTriangulator) 2d Delaunay triangulation with mesh refinement for Unity with Burst compiler 1016 | * [delaunator-sharp](https://github.com/nol1fe/delaunator-sharp) Fast Delaunay triangulation of 2D points implemented in C#. 1017 | #### Hull 1018 | * [3d-quickhull](https://github.com/karimnaaji/3d-quickhull) Header only 3d quickhull in c99 http://www.karim.naaji.fr/projects/quickhull 1019 | * [qhull](https://github.com/qhull/qhull) Qhull development for www.qhull.org 1020 | * [unity-convexhull](https://github.com/komietty/unity-convexhull) Realtime convexhull generator 1021 | #### Delaunay&Destruction 1022 | * [unity-delaunay](https://github.com/OskarSigvardsson/unity-delaunay) A Delaunay/Voronoi library for Unity, and a simple destruction effect 1023 | * [Boom.unity](https://github.com/OskarSigvardsson/Boom.unity) Destruction effect in unity 1024 | * [ScamScatter](https://github.com/danbystrom/ScamScatter) Open Source Real time procedural mesh destruction for Unity3D 1025 | * [unity-destruction](https://github.com/williambl/unity-destruction) An open-source script to destroy objects realistically in Unity3D. 1026 | * [OpenFracture](https://github.com/dgreenheck/OpenFracture) Open source mesh slicing/fracturing utility for Unity 1027 | #### Slicer 1028 | * [ezy-slice](https://github.com/DavidArayan/ezy-slice) :thumbsup: An open source mesh slicer framework for Unity3D Game Engine. Written in C#. 1029 | * [Unity-Plane-Mesh-Splitter](https://github.com/artnas/Unity-Plane-Mesh-Splitter) Split large meshes in Unity into smaller submeshes 1030 | #### Modeling 1031 | * [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/ 1032 | * [meshlab](https://github.com/cnr-isti-vclab/meshlab) MeshLab is mostly based on the mesh processing library VCGlib 1033 | * [Mesh-processing-library](https://github.com/Microsoft/Mesh-processing-library) mesh processing techniques in computer graphics published at ACM SIGGRAPH in 1992–1998 1034 | * [pmp-library](https://github.com/pmp-library/pmp-library) The Polygon Mesh Processing Library 1035 | * [PyMesh](https://github.com/qnzhou/PyMesh) a rapid prototyping platform focused on geometry processing https://pymesh.readthedocs.io 1036 | * [Clipper2](https://github.com/AngusJohnson/Clipper2) Polygon Clipping and Offsetting - C++, C# and Delphi 1037 | * [trimesh](https://github.com/mikedh/trimesh) Python library for loading and using triangular meshes. 1038 | * [libigl](https://github.com/libigl/libigl) Simple C++ geometry processing library. 1039 | * [libmesh](https://github.com/libMesh/libmesh) libMesh github repository [libmesh.github.io](https://libmesh.github.io/) 1040 | * [instant-meshes](https://github.com/wjakob/instant-meshes) Interactive field-aligned mesh generator 1041 | * [openmesh](https://www.openmesh.org/) A generic and efficient polygon mesh data structure 1042 | * [openflipper](https://www.openflipper.org/) programming framework designed for processing, modeling and rendering of geometric data. 1043 | * [cinolib](https://github.com/mlivesu/cinolib) A generic programming header only C++ library for processing polygonal and polyhedral meshes 1044 | * [mmg](https://github.com/MmgTools/mmg) open source software for bidimensional and tridimensional remeshing http://www.mmgtools.org 1045 | * [Directional](https://github.com/avaxman/Directional) Directional is a C++ library for creating, manipulating and visualizing directional fields on 3D meshes 1046 | * [Easy3D](https://github.com/LiangliangNan/Easy3D) A lightweight, easy-to-use, and efficient C++ library for processing and rendering 3D data 1047 | * [VolumeMesher](https://github.com/MarcoAttene/VolumeMesher) Convex Polyhedral Meshing for Robust Solid Modeling 1048 | * [Computational-geometry](https://github.com/Habrador/Computational-geometry) Computational Geometry Unity library with implementations of intersection algorithms, triangulations like delaunay, voronoi diagrams, polygon clipping, bezier curves, ear clipping, convex hulls, mesh simplification, etc 1049 | #### Sketch 1050 | * [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. 1051 | #### Optimization 1052 | * [meshoptimizer](https://github.com/zeux/meshoptimizer) Mesh optimization library that makes indexed meshes more GPU-friendly 1053 | * [NvTriStrip](https://github.com/turbulenz/NvTriStrip) NvTriStrip library and NvTriStripper tool 1054 | #### Compress 1055 | * [Compressonator](https://github.com/GPUOpen-Tools/Compressonator) Tool suite for Texture and 3D Model Compression, Optimization and Analysis using CPUs, GPUs and APUs 1056 | * [draco](https://github.com/google/draco) compressing and decompressing 3D geometric meshes and point clouds. 1057 | #### Reconstruction 1058 | * [meshroom](https://github.com/alicevision/meshroom) :star: 3D Reconstruction Software based on the [AliceVision](https://github.com/alicevision/AliceVision) framework. 1059 | * [openMVG](https://github.com/openMVG/openMVG) open Multiple View Geometry library. Basis for 3D computer vision and Structure from Motion. 1060 | #### Direction fields 1061 | * [fieldgen](https://github.com/GeometryCollective/fieldgen) Generates high-quality, optimally smooth tangent direction fields on triangle meshes. 1062 | 1063 | ## UI 1064 | * [imgui](https://github.com/ocornut/imgui) :star: Dear ImGui: Bloat-free Immediate Mode Graphical User interface for C++ with minimal dependencies 1065 | * [ImGuizmo](https://github.com/CedricGuillemet/ImGuizmo) Immediate mode 3D gizmo for scene editing and other controls based on Dear Imgui 1066 | * [nanovg](https://github.com/memononen/nanovg) Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations. 1067 | * [nanogui](https://github.com/wjakob/nanogui) Minimalistic GUI library for OpenGL 1068 | * [nuklear](https://github.com/vurtun/nuklear) A single-header ANSI C gui library 1069 | * [AnttWeakbar](https://sourceforge.net/projects/anttweakbar/) a light and intuitive GUI into OpenGL or DirectX based programs to interactively tweak parameters on-screen. 1070 | 1071 | ## Util 1072 | * [raylib](https://www.raylib.com/) A simple and easy-to-use library to enjoy videogames programming 1073 | * [stb](https://github.com/nothings/stb) single-file public domain (or MIT licensed) libraries for C/C++ 1074 | * [debug-draw](https://github.com/glampert/debug-draw) Immediate-mode, renderer agnostic, lightweight debug drawing API. 1075 | #### GPGPU 1076 | * [arrayfire](https://github.com/arrayfire/arrayfire) ArrayFire: a general purpose GPU library. 1077 | * [hipSYCL](https://github.com/illuhad/hipSYCL) Implementation of SYCL for CPUs, AMD GPUs, NVIDIA GPUs 1078 | * [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. 1079 | * [moderngpu](https://github.com/moderngpu/moderngpu) Patterns and behaviors for GPU computing 1080 | * [ILGPU](https://github.com/m4rs-mt/ILGPU) ILGPU JIT Compiler for high-performance .Net GPU programs www.ilgpu.net 1081 | * [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. 1082 | #### JIT 1083 | * [taichi](https://github.com/taichi-dev/taichi) Productive & portable high-performance programming in Python. taichi-lang.org 1084 | * [Halide](https://github.com/halide/Halide) a language for fast, portable data-parallel computation halide-lang.org 1085 | * [warp](https://github.com/NVIDIA/warp) A Python framework for high performance GPU simulation and graphics 1086 | * [drjit](https://github.com/mitsuba-renderer/drjit) Dr.Jit — A Just-In-Time-Compiler for Differentiable Rendering 1087 | #### GPU 1088 | * [perftest](https://github.com/sebbbi/perftest) GPU texture/buffer performance tester 1089 | 1090 | ## VFX 1091 | * [UnityExperiments](https://github.com/MaxSigma/UnityExperiments) Collection of experimental Unity Projects 1092 | * [ShadersForFun](https://github.com/cinight/ShadersForFun) ShadersForFun 1093 | * [smo-shaders](https://github.com/daniel-ilett/smo-shaders) A collection of shaders to replicate those used in Super Mario Odyssey's Snapshot Mode. 1094 | * [shader-graph-nodes](https://github.com/gilescoope/shader-graph-nodes) Custom Nodes for Unity Shader Graph 1095 | #### Minecraft 1096 | * [Wisdom-Shaders](https://github.com/bobcao3/Wisdom-Shaders) A Minecraft shaderspack. Offers high performance with high quality at the same time. https://qionouu.cn/ 1097 | * [Ebin-Shaders](https://github.com/BruceKnowsHow/Ebin-Shaders) This is a Minecraft shaderpack for use with Optifine. 1098 | * [robobo1221Shaders](https://github.com/robobo1221/robobo1221Shaders) 1099 | #### MetaBlobs 1100 | * [MetaBlob](https://github.com/danielzeller/MetaBlob) Meta Blobs for Unity 3D. 1101 | * [unity-metaball](https://github.com/qine/unity-metaball) unity-metaball 1102 | #### Transitions 1103 | * [gl-transitions](https://github.com/gl-transitions/gl-transitions) :thumbsup: The open collection of GL Transitions https://gl-transitions.com/ 1104 | * [ScreenManager](https://github.com/Xerios/ScreenManager) Flexible way to manage screens with transitions for Unity 1105 | #### Mesh Cut 1106 | * [cross-section](https://assetstore.unity.com/packages/vfx/shaders/cross-section-66300) create a cross section through meshes 1107 | * [UnityScreenSpaceBoolean](https://github.com/hecomi/UnityScreenSpaceBoolean) Screen Space Boolean Implementation for Unity. 1108 | * [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. 1109 | #### PageCurl 1110 | * [Unity3DBookPageCurl](https://github.com/Dandarawy/Unity3DBookPageCurl) Page curl effect for Unity3D using native UI tools 1111 | #### Projector 1112 | * [ProjectorForLWRP](https://github.com/nyahoon-games/ProjectorForLWRP) Projector component 1113 | * [DynamicShadowProjectorExtensionForLWRP](https://github.com/nyahoon-games/DynamicShadowProjectorExtensionForLWRP) 1114 | #### Decal 1115 | * [driven-decals](https://github.com/Anatta336/driven-decals) A mesh-based PBR decal system for Unity's universal render pipeline. 1116 | * [MeshDecal](https://github.com/Fewes/MeshDecal) A simple mesh decal component for Unity 1117 | * [ProjectionSpray](https://github.com/sugi-cho/ProjectionSpray) Draw spray to 3D model with Unity. 1118 | * [Splatoonity](https://github.com/SquirrelyJones/Splatoonity) Splatoon like painting in Unity 3D 1119 | * [UnityURPUnlitScreenSpaceDecalShader](https://github.com/ColinLeung-NiloCat/UnityURPUnlitScreenSpaceDecalShader) Unity unlit screen space decal shader for URP. 1120 | * [kDecals](https://github.com/Kink3d/kDecals) Projection Decals for Unity's Universal Render Pipeline. 1121 | * [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. 1122 | * [DMDecalBuffer](https://github.com/DMeville/DMDecalBuffer) Rendering decals to an offscreen buffer in URP for shader effects 1123 | * [SkinnedMeshDecals](https://github.com/naelstrof/SkinnedMeshDecals) An example of rendering decals on SkinnedMesh Renderers in Unity. 1124 | #### OutLine 1125 | * [UnityFx.Outline](https://github.com/Arvtesh/UnityFx.Outline) Screen-space outlines for Unity3d. 1126 | * [Outline-Effect](https://github.com/cakeslice/Outline-Effect) Outline Image Effect for Unity 1127 | * [PixelBaseOutlinePostProcessing](https://github.com/vux427/PixelBaseOutlinePostProcessing) use some unity graphic API to display outline post processing. 1128 | * [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 1129 | * [UltimateOutline](https://github.com/Shrimpey/UltimateOutline) The easiest way to achieve outlines in unity. 1130 | * [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. 1131 | #### Motion 1132 | * [AmplifyMotion](https://github.com/AmplifyCreations/AmplifyMotion) Amplify Motion was the first Full-scene Motion Blur extension for Unity 1133 | * [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 1134 | * [ProceduralMotion](https://github.com/keijiro/ProceduralMotion) A collection of procedural motion scripts for Unity 1135 | #### Portal 1136 | * [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 1137 | * [shaders-portal](https://github.com/daniel-ilett/shaders-portal) A showcase of shader effects to replicate portals in videogames. 1138 | #### Fractal 1139 | * [ElectricSheep_WebGL](https://github.com/richardassar/ElectricSheep_WebGL) WebGL Electric Sheep Renderer 1140 | #### InteriorMapping 1141 | * [Unity-InteriorMapping](https://github.com/Gaxil/Unity-InteriorMapping) Interior mapping shader for Unity with a sample scene. 1142 | #### Dissolve 1143 | * [VerticalDissolve](https://github.com/AdultLink/VerticalDissolve) Procedural vertical dissolve shader. Highly customizable. Tweak edge color, noisiness & waviness, rim light, emission scrolling and more. 1144 | #### HoloShield 1145 | * [HoloShield](https://github.com/AdultLink/HoloShield) Highly customizable sci-fi shield / force field shader for Unity3D. 1146 | #### Glitch 1147 | * [CyberPunkEffect](https://github.com/smkplus/CyberPunkEffect) Cyberpunk 2077 Scanning Effect 1148 | #### SmearFrame 1149 | * [SmearFrame](https://github.com/LuggLD/SmearFrame) Unreal Engine 4 smear frame material effect 1150 | * [SmokeBlur](https://github.com/nobnak/SmokeBlur) 1151 | #### Matcap 1152 | * [matcaps](https://github.com/nidorx/matcaps) Huge library of matcap PNG textures organized by color 1153 | * [spherical-environment-mapping](https://github.com/spite/spherical-environment-mapping) Spherical Environment Mapping GLSL Shader 1154 | * [matcap-studio](https://github.com/kchapelier/matcap-studio) An utility to tweak matcaps, with realtime visual feedback. 1155 | * [UnityMatCapShader](https://github.com/inoook/UnityMatCapShader) Unity MatCap shader 1156 | #### EchoFX 1157 | * [unity_echofx](https://github.com/joscanper/unity_echofx) The Division ECHO fx implemented in Unity3D 1158 | #### Scan 1159 | * [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). 1160 | #### Cubism 1161 | * [Cubism-Shader](https://github.com/IRCSS/Cubism-Shader) A shader that creates a cubism effect based on voronoi segmentation in Unity 3d 1162 | #### Wireframe 1163 | * [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 1164 | #### Growth 1165 | * [hedera](https://github.com/radiatoryang/hedera) paint 3D ivy in the Unity Editor, watch procedurally generated meshes simulate growth and clinging in real-time 1166 | #### BleedingEdge 1167 | * [BleedingEdgeEffects_GDC_2020](https://github.com/asaia/BleedingEdgeEffects_GDC_2020) Demo Project for Bleeding Edge Effects on Mobile 2020 GDC talk 1168 | #### Cone Light 1169 | * [GPU-Line-of-Sight](https://github.com/EntroPi-Games/GPU-Line-of-Sight) GPU Line of Sight / Field of View visualization for Unity 1170 | * [unity_coneofsightfx](https://github.com/joscanper/unity_coneofsightfx) This project shows how to implement Commandos cone of sight fx in Unity3D. 1171 | * [VisionConeDemo](https://github.com/phanshaw/VisionConeDemo) A demo of using URP RenderFeatures to add a vision cone rendering pass 1172 | #### Fog Of War 1173 | * [FOW](https://github.com/BentleyBlanks/FOW) Some possible implementations of 'Fog of War' 1174 | #### VFXGraph 1175 | * [HDRP-Fluvio](https://github.com/miketucker/HDRP-Fluvio) Some early tests of FluvioFX with VFX Graph and HDRP 1176 | #### Compute Shader Effect 1177 | * [FinalAudition](https://github.com/bonzajplc/FinalAudition) A complete remake of 2005 demo "Final Audition" by Plastic 1178 | #### Others 1179 | * [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. 1180 | 1181 | ## Tools 1182 | #### UE4 1183 | * [UnrealEngine](https://github.com/Gforcex/OpenGraphic/blob/master/UnrealEngine.md) 1184 | #### Unity 1185 | * [Unity](https://github.com/Gforcex/OpenGraphic/blob/master/Unity.md) 1186 | #### DataExchange 1187 | * [Unity-AlembicToVAT](https://github.com/Gaxil/Unity-AlembicToVAT) Alembic to VAT (Vertex Animation Texture) mini tool 1188 | * [Unity3D-VATUtils](https://github.com/Bonjour-Interactive-Lab/Unity3D-VATUtils) Extension of VAT shader form sideFX houdini with various utils for Unity 1189 | * [VFXGraphSandbox](https://github.com/fuqunaga/VFXGraphSandbox) Unity VFX Graph technical experiment. 1190 | * [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/ 1191 | * [AlembicImporter](https://github.com/unity3d-jp/AlembicImporter) Alembic importer and exporter plugin for Unity 1192 | #### Baker 1193 | * [SpecularProbes](https://github.com/zulubo/SpecularProbes) Bake specular highlights into Unity Reflection Probes, allowing baked lights to cast sharp specular highlights for free 1194 | * [Unity-PivotBaking](https://github.com/Gaxil/Unity-PivotBaking) Pivot baking in unity 1195 | * [pbr_baker](https://github.com/hypernewbie/pbr_baker) PBR Baker - open source multi-functional baking tool for BRDF related work 1196 | #### Shader 1197 | * [Pyramid](https://github.com/jbarczak/Pyramid) :thumbsup: Pyramid Shader Analyzer 1198 | * [shader-playground](https://github.com/tgjones/shader-playground) :thumbsup: Shader compilers http://shader-playground.timjones.io 1199 | * [glsl-optimizer](https://github.com/aras-p/glsl-optimizer) :star: GLSL optimizer based on Mesa's GLSL compiler. 1200 | * [glslang](https://github.com/KhronosGroup/glslang) Khronos reference front-end for GLSL and ESSL, and sample SPIR-V generator 1201 | * [naga](https://github.com/gfx-rs/naga) Universal shader translation in Rust 1202 | * [shaderc](https://github.com/google/shaderc) A collection of tools, libraries and tests for shader compilation. 1203 | * [ShaderConductor](https://github.com/microsoft/ShaderConductor) ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages 1204 | * [graphicsfuzz](https://github.com/google/graphicsfuzz) A testing framework for automatically finding and simplifying bugs in graphics shader compilers. 1205 | * [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 1206 | * [SPIRV-VM](https://github.com/dfranx/SPIRV-VM) Virtual machine for executing SPIR-V 1207 | * [Shader_Minifier](https://github.com/laurentlb/Shader_Minifier) Minify and obfuscate GLSL or HLSL code 1208 | * Shader HighLighting: [HlslTools](https://github.com/tgjones/HlslTools) [nshader](https://github.com/samizzo/nshader) [ShaderlabVS](https://github.com/wudixiaop/ShaderlabVS) 1209 | #### ShaderToy 1210 | * [glslViewer](https://github.com/patriciogonzalezvivo/glslViewer) Console-based GLSL Sandbox for 2D/3D shaders shaders 1211 | * [SHADERed](https://github.com/dfranx/SHADERed) :star: Lightweight, cross-platform & full-featured shader IDE 1212 | * [shader-toy](https://github.com/stevensona/shader-toy) Shadertoy-like live preview for GLSL shaders in Visual Studio Code 1213 | * [ShaderMan](https://github.com/smkplus/ShaderMan) Convert ShaderToy to Unity HLSL/CG https://smkplus.github.io/ShaderMan.io 1214 | #### Visual Effects 1215 | * [gaffer](https://github.com/GafferHQ/gaffer) A open source application framework designed specifically for creating tools for use in visual effects production. 1216 | * [cortex](https://github.com/ImageEngine/cortex) Libraries for visual effects software development 1217 | #### Procedural Texture 1218 | * [armorpaint](https://github.com/armory3d/armorpaint) :thumbsup: 3D PBR Texture Painting Software https://armorpaint.org 1219 | * [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 1220 | * [material-maker](https://github.com/RodZill4/material-maker) A procedural textures authoring and 3D model painting tool based on the Godot game engine 1221 | * [FilterJS](https://github.com/CosmoMyzrailGorynych/FilterJS) A node-based procedural texture generator, written in node.js and powered by WebGL 1222 | * [texturelab](https://github.com/njbrown/texturelab) Free, Cross-Platform, GPU-Accelerated Procedural Texture Generator 1223 | * [Materialize](https://github.com/maikramer/Materialize) Materialize is a program for converting images to materials for use in video games and similars. 1224 | * [xNormal](http://www.xnormal.net/) A free tool to bake texture maps ( like normal maps and ambient occlusion ) 1225 | * [FlowmapPainter](http://teckartist.com/?page_id=107) 1226 | * [Fornos](https://github.com/caosdoar/Fornos) GPU Texture Baking Tool 1227 | * [AwesomeBump](https://github.com/kmkolasinski/AwesomeBump) generate normal, height, specular or ambient occlusion textures from a single image 1228 | * [NormalmapGenerator](https://github.com/Theverat/NormalmapGenerator) A simple program that converts images into normal maps 1229 | * [Imogen](https://github.com/CedricGuillemet/Imogen) GPU Texture Generator 1230 | * [TextureGenerator](https://github.com/mtwoodard/TextureGenerator) 3D and 2D Noise/Texture generation using the compute shaders within the Unity engine. 1231 | #### Atlas 1232 | * [boundary-first-flattening](https://github.com/GeometryCollective/boundary-first-flattening) Boundary First Flattening (BFF) is a free and open source application for surface parameterization. 1233 | * [OptCuts](https://github.com/liminchen/OptCuts) a new parameterization algorithm, jointly optimizes arbitrary embeddings for seam quality and distortion 1234 | * [simpleuv](https://github.com/huxingyi/simpleuv) Automatic UV Unwrapping Library for Dust3D 1235 | * [xatlas](https://github.com/jpcy/xatlas):thumbsup: Mesh parameterization / UV unwrapping library. A cleaned up version of thekla_atlas 1236 | * [thekla_atlas](https://github.com/Thekla/thekla_atlas) Atlas Generation Tool 1237 | * [UVAtlas](https://github.com/Microsoft/UVAtlas) UVAtlas isochart texture atlas 1238 | * [Cheetah-Texture-Packer](https://github.com/scriptum/Cheetah-Texture-Packer) High efficient and fast 2D bin packing tool 1239 | * [Unity3D-TextureAtlasSlicer](https://github.com/toxicFork/Unity3D-TextureAtlasSlicer) 1240 | * [VaTexAtlas](https://github.com/ufna/VaTexAtlas) plugin for Unreal Engine 4 that makes texture atlases simpler to use with UMG system. 1241 | * [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 1242 | * [RectangleBinPack](https://github.com/juj/RectangleBinPack) Source code for performing 2d rectangular bin packing. 1243 | * [dp_rect_pack](https://github.com/danpla/dp_rect_pack) Rectangle packing library for C++ 1244 | * [UnityRuntimeSpriteSheetsGenerator](https://github.com/DaVikingCode/UnityRuntimeSpriteSheetsGenerator) Unity – generate SpriteSheets at runtime! 1245 | * [pack-spheres](https://github.com/mattdesl/pack-spheres) Brute force circle/sphere packing in 2D or 3D 1246 | * [texture-defrag](https://github.com/maggio-a/texture-defrag) Texture Defragmentation for Photo-Reconstructed 3D Models 1247 | * [smol-atlas](https://github.com/aras-p/smol-atlas) 2D rectangular bin packing with option for item removal 1248 | #### GPU Debug 1249 | * [renderdoc](https://github.com/baldurk/renderdoc) A stand-alone graphics debugging tool. https://renderdoc.org 1250 | * [optick](https://github.com/bombomby/optick) C++ Profiler For Games 1251 | * [tracy](https://github.com/wolfpld/tracy) A real time, nanosecond resolution, remote telemetry, hybrid frame and sampling profiler for games and other applications. 1252 | * [nvtop](https://github.com/Syllo/nvtop) GPU & Accelerator process monitoring for AMD, Apple, Huawei, Intel, NVIDIA and Qualcomm 1253 | * [GPUOpen-Tools](https://github.com/GPUOpen-Tools) a comprehensive tool suite that enables developers to harness the benefits of CPUs, GPUs and APUs. 1254 | * [agi](https://github.com/google/agi) Android GPU Inspector 1255 | * [gapid](https://github.com/google/gapid) Graphics API Debugger by google 1256 | * [microprofile](https://github.com/zeux/microprofile) embeddable CPU/GPU profiler 1257 | * [apitrace](https://github.com/apitrace/apitrace) Tools for tracing OpenGL, Direct3D, and other graphics APIs 1258 | * [Remotery](https://github.com/Celtoys/Remotery) Single C file, Realtime CPU/GPU Profiler with Remote Web Viewer 1259 | * Other: **gDEBugger**, **NVIDIA Nsight**, **Microsoft PIX** 1260 | 1261 | #### ML Modeling 1262 | * [GET3D](https://github.com/nv-tlabs/GET3D) A Generative Model of High Quality 3D Textured Shapes Learned from Images (NeurIPS 2022) 1263 | * [MeshCNN](https://github.com/ranahanocka/MeshCNN) Convolutional Neural Network for 3D meshes in PyTorch 1264 | * [points2surf](https://github.com/ErlerPhilipp/points2surf) Learning Implicit Surfaces from Point Clouds (ECCV 2020) 1265 | #### ML Texture 1266 | * [Text2Light](https://github.com/FrozenBurning/Text2Light) [SIGGRAPH Asia 2022] Text2Light: Zero-Shot Text-Driven HDR Panorama Generation 1267 | * [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. 1268 | * [Exposure_Correction](https://github.com/mahmoudnafifi/Exposure_Correction) Project page of the paper "Learning Multi-Scale Photo Exposure Correction" (CVPR 2021). 1269 | * [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. 1270 | * [HiDT](https://github.com/saic-mdal/HiDT) Official repository for the paper "High-Resolution Daytime Translation Without Domain Labels" (CVPR2020, Oral) 1271 | * [MODNet](https://github.com/ZHKKKe/MODNet) A Trimap-Free Portrait Matting Solution in Real Time [AAAI 2022] 1272 | * [segmentation_models.pytorch](https://github.com/qubvel/segmentation_models.pytorch) Segmentation models with pretrained backbones. PyTorch. 1273 | * [stable-diffusion-webui](https://github.com/AUTOMATIC1111/stable-diffusion-webui) Stable Diffusion web UI 1274 | * [dream-textures](https://github.com/carson-katri/dream-textures) Stable Diffusion built-in to the Blender shader editor 1275 | * [Real-ESRGAN](https://github.com/xinntao/Real-ESRGAN) Real-ESRGAN aims at developing Practical Algorithms for General Image/Video Restoration. 1276 | * [TecoGAN](https://github.com/thunil/TecoGAN) a TEmporally COherent GAN for video super-resolution. 1277 | * [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. 1278 | #### ML Unity 1279 | * [UnityGaussianSplatting](https://github.com/aras-p/UnityGaussianSplatting) Toy Gaussian Splatting visualization in Unity 1280 | * [FernSDGraph](https://github.com/FernRP/FernSDGraph) Stable Diffusion Graph Tool in Unity 1281 | 1282 | ## SDK&Tutorial 1283 | #### SDK Samples 1284 | * [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. 1285 | * [dxsdk](https://github.com/apitrace/dxsdk) Collection of DirectX SDK headers to facilitate the build of Apitrace 1286 | * [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 1287 | * [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 1288 | * [IntroductionToVulkan](https://github.com/GameTechDev/IntroductionToVulkan) Source code examples for "API without Secrets: Introduction to Vulkan" tutorial 1289 | * [VulkanTutorial](https://github.com/Overv/VulkanTutorial) Tutorial for the Vulkan graphics and compute API 1290 | * [Vulkan](https://github.com/SaschaWillems/Vulkan) Examples and demos for the new Vulkan API 1291 | * [vulkan-sdk for android](https://github.com/ARM-software/vulkan-sdk) ARM-software 1292 | * [nvpro-samples](https://github.com/nvpro-samples) NVIDIA DesignWorks Samples 1293 | * [NVIDIA Direct3D SDK 11](https://developer.nvidia.com/dx11-samples) 1294 | * [NVIDIA Direct3D SDK 10](http://developer.download.nvidia.com/SDK/10/direct3d/samples.html) 1295 | * [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/) 1296 | * [NVIDIA GameWorks Graphics Samples](https://github.com/lyntel/GraphicsSamples) GameWorks cross-platform graphics API samples 1297 | * [opengl-es-sdk-for-android](https://github.com/ARM-software/opengl-es-sdk-for-android) OpenGL ES SDK for Android 1298 | * [MetalSampleCode](https://developer.apple.com/metal/sample-code/) Metal sample code 1299 | * [powervr-graphics](https://github.com/powervr-graphics) PowerVR by Imagination 1300 | * [GodComplex](https://github.com/Patapom/GodComplex) it's more of an all-purpose dev. framework... 1301 | #### Book Code 1302 | * [d3d12book](https://github.com/d3dcoder/d3d12book) Sample code for the book "Introduction to 3D Game Programming with DirectX 12" 1303 | * [OpenGLInsightsCode](https://github.com/OpenGLInsights/OpenGLInsightsCode) Source code for OpenGL Insights 1304 | * [jgt-code](https://github.com/erich666/jgt-code) Code developed for articles in the "Journal of Graphics Tools" 1305 | * [GraphicsGems](https://github.com/erich666/GraphicsGems) Code for the "Graphics Gems" book series 1306 | * [GPUZen](https://github.com/wolfgangfengel/GPUZen) contains the source code accompanying the book GPU Zen. 1307 | * [ray-tracing-gems](https://github.com/Apress/ray-tracing-gems) Source Code for "Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs" by Eric Haines and Tomas Akenine-Möller 1308 | * [jgt-code](https://github.com/erich666/jgt-code) Code developed for articles in the "Journal of Graphics Tools" 1309 | * [Mastering-Graphics-Programming-with-Vulkan](https://github.com/PacktPublishing/Mastering-Graphics-Programming-with-Vulkan) Mastering Graphics Programming with Vulkan, published by Packt 1310 | #### Graphics Awesome 1311 | * [graphics-resources](https://github.com/mattdesl/graphics-resources) a list of graphic programming resources 1312 | * [awesome-graphics](https://github.com/ericjang/awesome-graphics) Curated list of computer graphics tutorials and resources 1313 | * [awesome-vulkan](https://vinjn.github.io/awesome-vulkan/) A curated list of awesome Vulkan libraries 1314 | * [awesome-opengl](https://github.com/eug/awesome-opengl) A curated list of awesome OpenGL libraries, debuggers and resources. 1315 | #### Book&Tutorial 1316 | * [thebookofshaders](https://github.com/patriciogonzalezvivo/thebookofshaders) 1317 | * [ShaderTutorials](https://github.com/Xibanya/ShaderTutorials) Shaders For People Who Don't Know How To Shader, a tutorial series for beginners! 1318 | * [ekzhang/graphics-workshop](https://github.com/ekzhang/graphics-workshop) Learn computer graphics by writing GPU shaders! 1319 | 1320 | ## Animation 1321 | * [ozz-animation](https://github.com/guillaumeblanc/ozz-animation) open source c++ 3d skeletal animation library and toolset 1322 | * [DMotion](https://github.com/gamedev-pro/dmotion) DMotion - A high level Animation Framework for Unity DOTS 1323 | * [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. 1324 | * [Animation-Texture-Baker](https://github.com/sugi-cho/Animation-Texture-Baker) Animation Texture Baker for Unity 1325 | * [GPUInstance](https://github.com/mkrebser/GPUInstance) Instancing & Animation library for Unity3D 1326 | * [VertexAnimation](https://github.com/Maximilian-Winter/VertexAnimation) Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS. 1327 | * [Unity.GPUAnimation](https://github.com/joeante/Unity.GPUAnimation) Simple but very fast GPU vertex shader based animation system for Unity.Entities 1328 | * [acl](https://github.com/nfrechette/acl) Animation Compression Library 1329 | * [cal3d](https://sourceforge.net/projects/cal3d/) Askeletal based 3d character animation library written in C++ in a platform-/graphic API-independent way. 1330 | * [GPUSkinning](https://github.com/chengkehan/GPUSkinning) GPUSkinning to improve performance 1331 | * [UE4_MotionMatching-](https://github.com/Hethger/UE4_MotionMatching-) Early Implementation of Motion Matching tech 1332 | * [skeleton-builder](https://github.com/alecjacobson/skeleton-builder) 1333 | * [hazumu](https://github.com/emily-vo/hazumu) Raytracing Skeletal Animation 1334 | * [ssds](https://github.com/TomohikoMukai/ssds) An implementation of Skinning Decomposition with Similarity Transformations (I3D2018) 1335 | #### ML 1336 | * [AI4Animation](https://github.com/sebastianstarke/AI4Animation) Character Animation in Unity3D using Deep Learning and Artificial Intelligence 1337 | #### Bone 1338 | * [Automatic-DynamicBone](https://github.com/OneYoungMean/Automatic-DynamicBone) unity bone cloth spring system,base by jobs 1339 | * [uSpringBone](https://github.com/EsProgram/uSpringBone) High performance SpringBone using ECS and JobSystem in Unity. 1340 | * [UnityChanSpringBone](https://github.com/unity3d-jp/UnityChanSpringBone) UnityChan Sping Bone System for lightweight secondary animations 1341 | * [SPCRJointDynamics](https://github.com/SPARK-inc/SPCRJointDynamics) 布風骨物理エンジン 1342 | * [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 1343 | * [KawaiiPhysics](https://github.com/pafuhana1213/KawaiiPhysics) Simple fake Physics for UnrealEngine4 & 5 1344 | * [Procedural-Rigging-in-Unity](https://github.com/Wenzy--/Procedural-Rigging-in-Unity) An experiment about procedural rigging. 1345 | #### Extract Bones 1346 | * [dem-bones](https://github.com/electronicarts/dem-bones) An automated algorithm to extract the linear blend skinning (LBS) from a set of example poses 1347 | #### IK 1348 | * [SimpleIK](https://github.com/ditzel/SimpleIK) Unity Inverse Kinematics made easy 1349 | #### Skin 1350 | * [DQ-skinning-for-Unity](https://github.com/ConstantineRudenko/DQ-skinning-for-Unity) DQ-skinning 1351 | * [dem-bones](https://github.com/electronicarts/dem-bones) An automated algorithm to extract the linear blend skinning (LBS) from a set of example poses 1352 | * [d4rkAvatarOptimizer](https://github.com/d4rkc0d3r/d4rkAvatarOptimizer) d4rkpl4y3r's VRChat avatar 3.0 optimizer that aims to reduce skinned mesh & material count. 1353 | 1354 | ## Particle 1355 | * [XParticle](https://github.com/antoinefournier/XParticle) 1356 | * [Effekseer](https://github.com/effekseer/Effekseer) This software is a particle effect editing tool. 1357 | * [VolumetricParticles](https://github.com/DaSutt/VolumetricParticles) 1358 | * [gpu-particles](https://github.com/Robert-K/gpu-particles) A GPU Particle System for Unity 1359 | * [CurlNoiseParticleSystem](https://github.com/edom18/CurlNoiseParticleSystem) Particle system using Curl Noise for Unity. 1360 | 1361 | ## Visualization 1362 | * [VTK](https://www.vtk.org/) The Visualization Toolkit 1363 | -------------------------------------------------------------------------------- /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 | * [orels-Unity-Shaders](https://github.com/orels1/orels-Unity-Shaders) [shaders.orels.sh](https://shaders.orels.sh/) 77 | * [Unity-Editor-Toolbox](https://github.com/arimger/Unity-Editor-Toolbox) Tools, custom attributes, drawers, hierarchy overlay, and other extensions for the Unity Editor. 78 | * [LucidEditor](https://github.com/AnnulusGames/LucidEditor) Powerful Editor Extensions for Unity 79 | * [UnityFoldoutDecorator](https://github.com/giuliano-marinelli/UnityFoldoutDecorator) Foldout as a Decorator for group variables in Unity Script Inspector 80 | * [InspectorFoldoutGroup](https://github.com/PixeyeHQ/InspectorFoldoutGroup) Group variables in Unity 3d inspector with style! 81 | * [UnityExtensions.ArrayDrawer](https://github.com/garettbass/UnityExtensions.ArrayDrawer) ArrayDrawer is a base class like PropertyDrawer, but for arrays and lists. 82 | * [Unity-Reorderable-List](https://github.com/cfoulston/Unity-Reorderable-List) An attempt to mimic the ReorderableList within Unity while adding some extended functionality. 83 | * [Smart-Inspector](https://github.com/neon-age/Smart-Inspector) Keeps your screen real-estate clean with refined, compact UX. 84 | * [UnityRuntimePreviewGenerator](https://github.com/yasirkula/UnityRuntimePreviewGenerator) Generate preview textures (thumbnails) for your GameObject's or materials on the fly in Unity 85 | * [HierarchyDecorator](https://github.com/WooshiiDev/HierarchyDecorator) Lightweight Unity Plugin transforming the Hierarchy into what it should be. Adds headers, styles, icons and more. 86 | * [ThryEditor](https://github.com/Thryrallo/ThryEditor) General Unity Shader Inspector/Editor with focus on vrchat 87 | * [LWGUI](https://github.com/JasonMa0012/LWGUI) A Lightweight, Flexible, Powerful Shader GUI System for Unity. 88 | * [ConfigurableShaders](https://github.com/supyrb/ConfigurableShaders) You can expose a lot of different shader settings through attributes! 89 | * [ShaderUtilsForSRP](https://github.com/stalomeow/ShaderUtilsForSRP) Utilities for SRP shaders. 90 | 91 | ## Gizmos 92 | * [gizmos](https://github.com/popcron/gizmos) Used for drawing runtime gizmos in builds and editor (Unity3D) 93 | * [ReGizmo](https://github.com/Refsa/ReGizmo) Immediate-Mode Gizmos for unity 94 | 95 | ## Editor 96 | * [CategoryTool](https://github.com/Demkeys/CategoryTool) Unity Editor tool to create Categories in the Hierarchy. The Categories work as dividers between GameObjects. 97 | * [RapidGUI](https://github.com/fuqunaga/RapidGUI) Unity OnGUI(IMGUI) extensions for Rapid prototyping/development 98 | * [unity-toolbar-extender](https://github.com/marijnz/unity-toolbar-extender) Extend the Unity Toolbar with your own Editor UI code. 99 | * [dear-imgui-unity-dev](https://github.com/realgamessoftware/dear-imgui-unity-dev) Dear ImGui integration into Unity 100 | * [UnityDynamicPanels](https://github.com/yasirkula/UnityDynamicPanels) Draggable, resizable, dockable and stackable UI panel solution for Unity 3D 101 | #### Editor Util 102 | * [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! 103 | * [AsmdefHelper](https://github.com/naninunenoy/AsmdefHelper) Unity assembly definition utilities. 104 | 105 | ## UI 106 | * [HSV-Color-Picker-Unity](https://github.com/judah4/HSV-Color-Picker-Unity) HSV color picker for Unity UI 107 | * [UIEffect](https://github.com/mob-sakai/UIEffect) UIEffect is an effect component for uGUI element in Unity 108 | * [SpriteDicing](https://github.com/Elringus/SpriteDicing) Extension for Unity game engine to work with diced sprites 109 | * [PolyMesh](https://github.com/UnityPatterns/PolyMesh) Create 2D shapes in an instant with the PolyMesh editor! 110 | * [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. 111 | * [com.pixelwizards.utilities](https://github.com/PixelWizards/com.pixelwizards.utilities) Some Unity utilities (UV tools, resource checker etc) packaged for Unity's Package Manager 112 | 113 | ## AI 114 | * [unity-movement-ai](https://github.com/antonpantev/unity-movement-ai) A Unity library for common movement AI 115 | * [UnityGeneticAlgorithmMaze](https://github.com/createthis/UnityGeneticAlgorithmMaze) Modern reimplementation in Unity of Bob's Map from AI Techniques for Game Programming 116 | * [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 117 | 118 | ## ML 119 | * [UnityGaussianSplatting](https://github.com/aras-p/UnityGaussianSplatting) Toy Gaussian Splatting visualization in Unity 120 | * [Stable-Diffusion-Unity-Integration](https://github.com/dobrado76/Stable-Diffusion-Unity-Integration) Stable-Diffusion-Unity-Integration 121 | 122 | ## Utils 123 | * [ProceduralToolkit ](https://github.com/Syomus/ProceduralToolkit) Procedural generation library for Unity 124 | * [Graphmesh](https://github.com/Siccity/Graphmesh) Graph-based mesh modifiers. 125 | * [NativeCollections](https://github.com/jacksondunstan/NativeCollections) Native Collection Types for Unity https://jacksondunstan.com/articles/tag/native-collection 126 | * [UnityNativeScripting](https://github.com/jacksondunstan/UnityNativeScripting) Unity Scripting in C++ https://jacksondunstan.com/articles/3938 127 | * [Unity-EasingLibraryVisualisation](https://github.com/noisecrime/Unity-EasingLibraryVisualisation) Front end visualisation of 40 common easing equations. 128 | * [Graphics-Raycast](https://github.com/Jonny10/Graphics-Raycast) GPU-based raycaster for Unity which raycasts against MeshRenderers, rather than colliders. 129 | #### Tween 130 | * [dotween](https://github.com/Demigiant/dotween) A Unity C# animation engine. HOTween v2 131 | * [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. 132 | * [MagicTween](https://github.com/AnnulusGames/MagicTween) Extremely fast tween library implemented in Unity ECS 133 | #### FileFormat 134 | * [UnityFBXExporter](https://github.com/KellanHiggins/UnityFBXExporter) A tool to export any Unity GameObject into a FBX ASCII format 135 | * [GLTFUtility](https://github.com/Siccity/GLTFUtility) Lightweight GLTF importer for Unity 136 | * [EncodeToTGA](https://github.com/phwitti/EncodeToTGA) Texture2D.EncodeToTGA (Unity) 137 | #### Serializer 138 | * [unity-atoms](https://github.com/unity-atoms/unity-atoms) Tiny modular pieces utilizing the power of Scriptable Objects 139 | * [odin-serializer](https://github.com/TeamSirenix/odin-serializer) Fast, robust, powerful and extendible .NET serializer built for Unity 140 | 141 | ## Rendering 142 | * [SpecularProbes](https://github.com/zulubo/SpecularProbes) Bake specular highlights into Unity Reflection Probes, allowing baked lights to cast sharp specular highlights for free 143 | * [OcclusionProbes](https://github.com/0lento/OcclusionProbes) Unofficial Occlusion Probes Package, requires Unity 2019.1+ 144 | * [WaterByBakeDepth](https://github.com/AsehesL/WaterByBakeDepth) 145 | * [realtime-CSG-for-unity](https://github.com/LogicalError/realtime-CSG-for-unity) Realtime-CSG, CSG level editor for Unity https://realtimecsg.com 146 | 147 | ## ECS 148 | * [Latios-Framework](https://github.com/Dreaming381/Latios-Framework) A Unity DOTS framework for my personal projects 149 | -------------------------------------------------------------------------------- /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 | --------------------------------------------------------------------------------