good first issue
Good for newcomers
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pbr-shading
Here are 47 public repositories matching this topic...
Audio plugin framework. VST2/VST3/AU/AAX/LV2 for Linux/macOS/Windows.
dsp
lv2
audio-library
vst
audio-unit
vst3
audio-plugin
aax
audio-processing
physically-based-rendering
pbr-shading
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Mar 24, 2022 - D
DirectX 11 Renderer written in C++11
light
bloom
gpu
engine
multithreading
scene
assimp
renderer
lighting
milestones
ssao
pbr
shadow
deferred-rendering
directx-11
compute-shaders
pbr-shading
latest-visual-studio
sponza
gpu-profiler
point-light
directional-lights
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Jan 29, 2021 - C++
WebGL2.0 3D Engine - RayTracing
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Mar 20, 2022 - TypeScript
The Dæmon game engine. With some bits of ioq3 and XreaL.
c-plus-plus
opengl
game-engine
game-development
glsl
openal
recast
bsp
quake-engine
pbr
3d-game-engine
navmesh
fps-engine
first-person-shooter
unvanquished
idtech3
pbr-shading
relief-mapping
xreal
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Mar 24, 2022 - C++
A Python binding for the great C library raylib.
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Feb 2, 2022 - Python
A Vulkan/OpenGL engine for Desktop Java and Javascript written in Kotlin
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Mar 23, 2022 - Kotlin
A game engine, what else? [NOTE: WE MOVED TO NEW ENGINE, SURGE]
graphics-engine
mono
imgui
ecs
rendering-engine
pbr-shading
physx
cascaded-shadow-mapping
entt
electro
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Jan 5, 2022 - C++
A Processing library providing physically based rendering and materials
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Aug 3, 2020 - Java
A simple, basic, lightweight, no-frills PBR render pipeline for Panda3D
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Mar 24, 2022 - Python
DirectX 12 Rendering Engine
game
game-engine
directx
deferred
pbr
deferred-rendering
3d
directx12
pbr-shading
depth-of-field
godrays
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Jul 12, 2019 - C++
Orkid Media Engine (C++/Lua/Python3/Linux/MacOs/OpenVR/Qt5)
audio
game
editor
linux
mac
simulation
openvr
ecs
python3
qt5
particles
gltf
bullet-physics
pbr-shading
gltf2
kurzweil-k2000
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Nov 15, 2021 - C++
A 3D engine created from scratch in WebGL
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Aug 3, 2020 - JavaScript
Vulkan Render Engine
engine
rendering
vulkan
engine3d
renderer
rendering-engine
pbr
rendering-3d-graphics
3d-engine
vulkan-game-engine
pbr-shading
vulkan-engine
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Aug 13, 2020 - C++
Game engine written in C++. Project for learning purposes.
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Jun 5, 2018 - C++
PBR based renderer in Java using OpenGL (ES) with GLTF support. Vulkan support is being worked on.
android
java
opengl
graphics
brdf
microfacet
opengl-es
jogl
opengl-shading-language
opengl-framework
physically-based-rendering
cook-torrance
normal-mapping
pbr-shading
gltf2
gltf-viewer
gltf2-loader
fresnel-equations
gltf-l
physically-based-shading
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Oct 13, 2020 - Java
implementing PBR ( Physically Based Rendering) in WebGL from scratch.
webgl
threejs
fragment-shader
pbr
vertex-shaders
reflectance
pbr-shading
escher-droste
fragment-shaders
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Nov 26, 2017 - JavaScript
One click PBR node setup generator for Blender Cycles & EEVEE Engine using Principled BSDF Shader
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Jul 26, 2020 - Python
A fast and modern vulkan based rendering engine
documentation
graphics-engine
cpp
graphics
rendering
vulkan
engine3d
in-development
pbr
rendering-3d-graphics
documented
3drendering
vulkan-game-engine
pbr-shading
vulkan-engine
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Mar 23, 2022 - C++
在Unity中实现 LearnOpenGL中公式实现的 PBR 渲染, 包含生成辐射度贴图、预滤波环境贴图、镜面brdf积分贴图
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Jun 20, 2021 - HLSL
DX11 / EX9 related nodes from mcropack
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Oct 13, 2021 - C#
The School 42 .obj parsing/rendering project !
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Nov 21, 2019 - GLSL
Custom PBR shader for armory
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Jan 27, 2019 - GLSL
Skull WebGL demo - BabylonJS 2.40 (features: PBR Materials)
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Mar 22, 2017 - JavaScript
rlpbr is an easy-to-use library for PBR material rendering in raylib
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Sep 17, 2021 - C
3D renderer which has implementations of 3D fluid simulation, pbr shading, deferred rendering and other using WebGL2
renderer
webgl2
deferred-rendering
glsl-shaders
fluid-simulation
pbr-shading
deferred-shading
fluid-simulation-3d
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Oct 11, 2020 - JavaScript
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Would it be possible to add the Origin Rebase feature that is built into Physx 4.x and up into Echo?
This would enable larger worlds to be made without floating point precision errors. Here is an example of what can happen if you are too far away from origin. https://gyazo.com/a96db2d1a4ef8ff8935d2054597e151b
It would be nice if we could enable it in project settings and it was just part of