Nvidia's PCSS soft shadow algorithm implemented in Unity
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Updated
Aug 5, 2019 - C#
Nvidia's PCSS soft shadow algorithm implemented in Unity
✨ Expressive WebGL
Source code for cross-platform OpenGL gaming engine
DirectX11 graphics engine
🎥 Graphics Kernel: flexible, highly configurable, extensible render engine (realtime + offline)
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CPU forward/deferred rasterizer with depth-buffering, texture mapping, normal mapping and blinn-phong shading implemented in C++
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
C++ CPU Software-Rasterizer
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Simple meshes, materials, shadow maps, normal maps. Sky shader. Skeletal animation. Particle system.
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DirectX 12 sample: real-time rendering with a sparsely volumetric representation from a mesh by depth peeling OIT. The ray-traced shadow path is only enabled with the native DXR, while DXR fallback layer is not supported for this sample, since IgnoreHit() causes crash due with dxrfallbackcompiler anyway.
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