Render Hell
A Unity project designed to test my HLSL skills and your GPU patience.
com.ingsorre97.render-hell 
Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/render-hell.git#upm README Markdown
Copy this to your project's README.md
## Installation
Add **Render Hell** to your Unity project via Package Manager:
1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/render-hell.git#upm
```
[](https://www.pkglnk.dev/pkg/render-hell)README
Welcome to Render-Hell! ๐ฅ๐
This project was born as a tribute to Render Hell by simonschreibt, proudly carrying on its legacy of rendering agony.
...one shader glitch at a time
https://simonschreibt.de/gat/renderhell/
Table of Contents
What is Render Hell?
A Unity project designed to test my HLSL skills and your GPUโs patience.
Here, I throw shaders at your screen that will make your graphics card question its life choices... think of it as a chaotic playground for graphics enthusiasts where lighting, textures, and post-processing effects all come together to create beautiful, unpredictable mayhem.
If you're brave enough, dive in... just donโt say I didnโt warn you.
๐๏ธ Brush3D - Interactive Mesh Manipulation in Unity
Brush3D is an intuitive Unity tool for real-time 3D mesh interaction and editing.
It utilizes a combination of Shaders/Compute Shaders and Burst Jobs to get the ...job... done in the least amount of time.
Shaders --> Utilized to render the correct material properties on each vertex
Compute Shaders --> Utilized to update a 2DTextureArray whose purpose is to save drawn/clipped regions over time
Burst Jobs --> Utilized to generate a new geometry starting from the drawn region, they iterate over vertices and triangles ensuring the same geometry sub-section with the least amount of vertices.
๐ Intersecting: Visualize area of effect from the preview sphere

๐จ Drawing: Leave a trail behind your cursor

โ๏ธ Clipping: Hide mesh sections by indicating them

๐ Extrapolating: Generate new meshes starting from a drawn region

๐ง Bonus: Do not mind about space transformations
All computations are performed in object space, ensuring consistent results regardless of transformations, translation, rotation, or scale will not affect brush behavior.

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