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Install via UPM

Add to Unity Package Manager using this URL

https://www.pkglnk.dev/render-hell.git#upm

README Markdown

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## 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
```

[![pkglnk](https://www.pkglnk.dev/badge/render-hell.svg?style=pkglnk)](https://www.pkglnk.dev/pkg/render-hell)

README

Welcome to Render-Hell! ๐Ÿ”ฅ๐Ÿ“Ÿ

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

  1. What is Render Hell?
  2. Brush3D

What is Render Hell?

A Unity project designed to test my HLSL skills and your GPUโ€™s 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 donโ€™t say I didnโ€™t warn you.

๐Ÿ–Œ๏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.

๐Ÿ” Intersecting: Visualize area of effect from the preview sphere

Intersecting

๐ŸŽจ Drawing: Leave a trail behind your cursor

Drawing

โœ‚๏ธ Clipping: Hide mesh sections by indicating them

Clipping

๐Ÿ” Extrapolating: Generate new meshes starting from a drawn region

Extrapolating

๐Ÿง  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.

Extrapolated-transform

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