{"id":13683653,"url":"https://github.com/beinteractive/LWRPShaders","last_synced_at":"2025-04-30T13:31:35.226Z","repository":{"id":145845024,"uuid":"127704781","full_name":"beinteractive/LWRPShaders","owner":"beinteractive","description":"A collection of high customizable unlit shaders for Lightweight Render Pipeline","archived":false,"fork":false,"pushed_at":"2020-06-09T09:24:35.000Z","size":27,"stargazers_count":125,"open_issues_count":1,"forks_count":9,"subscribers_count":11,"default_branch":"master","last_synced_at":"2024-11-12T03:35:02.869Z","etag":null,"topics":["graphics","shader","unity","unity3d"],"latest_commit_sha":null,"homepage":"","language":"ShaderLab","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":null,"status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/beinteractive.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":null,"code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null}},"created_at":"2018-04-02T05:02:58.000Z","updated_at":"2024-06-18T06:23:59.000Z","dependencies_parsed_at":null,"dependency_job_id":"3004d87c-f2b3-44d0-8eaa-c3e30344d61b","html_url":"https://github.com/beinteractive/LWRPShaders","commit_stats":null,"previous_names":[],"tags_count":0,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/beinteractive%2FLWRPShaders","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/beinteractive%2FLWRPShaders/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/beinteractive%2FLWRPShaders/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/beinteractive%2FLWRPShaders/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/beinteractive","download_url":"https://codeload.github.com/beinteractive/LWRPShaders/tar.gz/refs/heads/master","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":251712896,"owners_count":21631461,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["graphics","shader","unity","unity3d"],"created_at":"2024-08-02T13:02:20.650Z","updated_at":"2025-04-30T13:31:34.931Z","avatar_url":"https://github.com/beinteractive.png","language":"ShaderLab","funding_links":[],"categories":["ShaderLab"],"sub_categories":[],"readme":"# Lightweight Render Pipeline Shaders\n\n__\"Lightweight Render Pipeline Shaders\"__ is a collection of shaders designed for Unity 2018 Lightweight Render Pipeline.\nIt's especially useful for VFX and particles.\n\nAll shaders are fully customizable and GPU Instancing / GPU Instancing Particles friendly.\n\n\u003cimg width=\"300\" alt=\"2018-04-04 14 09 07\" src=\"https://user-images.githubusercontent.com/1482297/38289598-fc170572-3811-11e8-9704-b4e11127a31b.png\"\u003e \u003cimg width=\"300\" alt=\"2018-04-04 14 09 52\" src=\"https://user-images.githubusercontent.com/1482297/38289599-fc403820-3811-11e8-90e1-0740d6c1ab3a.png\"\u003e\n\n## Available Shaders\n\n - Lightweight\n   - Unlit\n     - Color\n     - Gradient\n     - Texture\n     - Texture and Color\n   - Particles\n     - Color\n     - Texture\n     - Textureless (Port from [ShurikenPlus](https://github.com/keijiro/ShurikenPlus))\n\n## Features\n\n### Basic Parameters\n\n\u003cimg width=\"354\" alt=\"2018-04-04 14 18 37\" src=\"https://user-images.githubusercontent.com/1482297/38289840-444f12c0-3813-11e8-91db-811b14495f72.png\"\u003e\n\nThis section contains shader specific parameters. Basically, color and texture.\n\n### Alpha Clip\n\n\u003cimg width=\"349\" alt=\"2018-04-04 14 18 50\" src=\"https://user-images.githubusercontent.com/1482297/38289841-44758e00-3813-11e8-8dc2-82fee68ebe84.png\"\u003e\n\nIf you check `Alpha Clip`, alpha clipping is enabled. A pixel with alpha that is less than threshold will be discarded.\n\n### Surface\n\n\u003cimg width=\"352\" alt=\"2018-04-04 14 19 01\" src=\"https://user-images.githubusercontent.com/1482297/38289842-449c7d8a-3813-11e8-9d10-8d4cb9ea20ff.png\"\u003e\n\nYou can choose one of the following surface types:\n\n - `Opaque`\n - `Transparent`\n - `Premultiply`\n - `Additive`\n - `Multiply`\n\nand `Src Blend`, `Dst Blend`, `Z Write` and `Premultiplied Alpha` values will automatically be configured to appropriate settings.\n\nIf you choose `Custom`, you can change that values as you like.\n\n### Cull\n\n\u003cimg width=\"351\" alt=\"2018-04-04 14 19 13\" src=\"https://user-images.githubusercontent.com/1482297/38289843-44c32b60-3813-11e8-993a-acbcb806e3c2.png\"\u003e\n\nYou can choose a cull mode from:\n\n - `Off`\n - `Front`\n - `Back`\n\nDefault is `Back`. `Off` is for double sided material.\n\n### Z Test\n\n\u003cimg width=\"351\" alt=\"2018-04-04 14 19 24\" src=\"https://user-images.githubusercontent.com/1482297/38289844-44ebc5f2-3813-11e8-8b17-2a459ff445f5.png\"\u003e\n\nYou can choose which compare function will be used for Z Test.\n\n### GPU Instaincing\n\n\u003cimg width=\"354\" alt=\"2018-04-04 14 19 39\" src=\"https://user-images.githubusercontent.com/1482297/38289845-4535cf6c-3813-11e8-845a-79f96593389b.png\"\u003e\n\nIf you check `Enable GPU Instancing`, a material is automatically configured for GPU Instancing. If you use same mesh and the material with MeshRenderer for rendering, draw call will be automatically instanced.\n\nAlso if you check `Enable Per Instance Data`, you can store per-instance `Basic Parameters` via MaterialPropertyBlock.\n\n```C#\n// Set random colors but keep GPU Instancing\nforeach (var g in gameObjects)\n{\n  var property = new MaterialPropertyBlock();\n  property.SetColor(\"_Color\", Random.color);\n  g.GetComponent\u003cMeshRenderer\u003e().SetProperty(property);\n}\n```\n\n### GPU Instancing Particle\n\nAll Particles shaders works correctly with GPU Instaincing in Particle System.\n\nTo enable GPU Instaincing in Particle System, use `Mesh` render mode and check `Enable GPU Instancing` in `Render` section of Particle System inspector.\n\n### Minimum\n\nAll features are implemented by shader variants. After compilation, code of non-used feature is efficiently striped!\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fbeinteractive%2FLWRPShaders","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fbeinteractive%2FLWRPShaders","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fbeinteractive%2FLWRPShaders/lists"}