Pinned Repositories
4DViewsTest2
4DViews volumetric video with Unity VFX Graph
Akvfx
Azure Kinect plugin for Unity VFX Graph
anything_about_game
A wonderful list of Game Development resources.
AStar
一套用了很久的寻路虽原创却无比接近AStar的寻路
Automatic-DynamicBone
unity bone cloth spring system,base by jobs
ClipBlur
Blur effect that supports clipping
Dkvfx
An example that shows how to use recorded Depthkit footage with Unity VFX Graph
HexTileLib
Hexagonal Grid Library
Unity_VertexPainter
KiJou's Repositories
KiJou/HumanoidProceduralAnimation
A fully procedural approach to humanoïd animation
KiJou/NetCode-FPS
多人FPS演示,该演示集成了许多现代网络代码技术以提高游戏质量。
KiJou/AnimeTask
Task Animation Library for Unity
KiJou/Atrc
My path tracer
KiJou/com.unity.addressables
[Mirrored from UPM, without any changes. Maintained by Needle. Not affiliated with Unity Technologies.] 📦 The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked "addressable", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.Use Window->Asset Management->Addressables to begin working with the system.Addressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.For usage samples, see github.com/Unity-Technologies/Addressables-Sample
KiJou/ComputeSharp
A .NET 5 library to run C# code in parallel on the GPU through DX12 and dynamically generated HLSL compute shaders, with the goal of making GPU computing easy to use for all .NET developers! 🚀
KiJou/CustomShader
An example on creating custom actor shaders for Naninovel visual novel engine
KiJou/DOTS-training-samples
Samples designed as exercises to be ported from Unity GameObjects/MonoBehaviours to Unity DOTS.
KiJou/DQ-skinning-for-Unity
KiJou/DynamicDecals
Decal solution for Unity's Built-In Render Pipeline
KiJou/ImproveUniversalRenderPipeline
Improvement Pipeline Context for Universal Render Pipeline(URP).
KiJou/Lasp
Low-latency Audio Signal Processing plugin for Unity
KiJou/MeshSync
A package for synchronizing meshes/models editing in DCC tools into Unity in real time.
KiJou/MinimalAtmosphere
A minimal atmospheric scattering implementation for Unity
KiJou/ShaderNotes
put all matrix related notes and script here
KiJou/SharedMemory
C# shared memory classes for sharing data between processes (Array, Buffer and Circular Buffer)
KiJou/studies
KiJou/Svelto.ECS
Svelto ECS C# Lightweight Data Oriented Entity Component System Framework
KiJou/Unity-EditorInternalsVisibleDemo
Unity Editor Internals Visible
KiJou/Unity-InterviewQuestion
Unity面试题总结,长期维护
KiJou/Unity-Programming-Patterns
A collection of programming patterns in Unity with examples when to use them. These are primarily from the book "Game Programming Patterns," but translated from C++ to C#
KiJou/unity-stylized-water
A stylized water shader (and material presets) for Unity.
KiJou/Unity.Mathematics
The C# math library used in Unity providing vector types and math functions with a shader like syntax
KiJou/Unity3D-CG-programming
Various shaders.
KiJou/UnityBuildManager
Utility for running builds sequence & pushing them to markets & keeping changelog
KiJou/UnityNativeScripting
Unity Scripting in C++
KiJou/UnityRuntimeInspector
Runtime Inspector and Hierarchy solution for Unity for debugging and runtime editing purposes
KiJou/UnityToolchainsTrick
提供一些UnityEditor工具链开发的常用小技巧与示例(Provides some common tips and examples for developing the UnityEditor toolchain)
KiJou/URP
An example project on using URP (Universal Render Pipeline) in Naninovel visual novel engine
KiJou/URP-Anime-Crystal-Shader
💎 An anime-style crystal shader with Delaunay Triangle in URP.