https://github.com/gkjohnson/unity-fragment-sorted-transparency
Visually correct fragment sorted transparency for Unity
https://github.com/gkjohnson/unity-fragment-sorted-transparency
compute-shader graphics shaders transparency unity
Last synced: 4 months ago
JSON representation
Visually correct fragment sorted transparency for Unity
- Host: GitHub
- URL: https://github.com/gkjohnson/unity-fragment-sorted-transparency
- Owner: gkjohnson
- Created: 2017-11-11T06:54:04.000Z (over 8 years ago)
- Default Branch: master
- Last Pushed: 2017-12-16T02:42:19.000Z (over 8 years ago)
- Last Synced: 2025-11-13T22:53:22.795Z (7 months ago)
- Topics: compute-shader, graphics, shaders, transparency, unity
- Language: ShaderLab
- Homepage:
- Size: 42 KB
- Stars: 6
- Watchers: 3
- Forks: 1
- Open Issues: 0
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Metadata Files:
- Readme: README.md
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README
# unity-fragment-sorted-transparency
Full fragment-sorted-transparency implementation using compute buffers and shaders to mitigate the typical drawbacks of mesh-sorted transparency, such as object pop-in and lack of mesh penetration.
### Use
TODO
### TODO
#### Basic Features
- [ ] Test against the light(s) for sub surface scattering
- [ ] Separate shader logic into cginc files
- [ ] Test against depth when first drawing to optimize
- [ ] Minimize memory usage
- [ ] Figure out what to do at volume overlap
#### Extras
- [ ] Cast colored "shadows" from transparent objects
- [ ] Add lower resolution support
- [ ] Anti aliasing
- [ ] Save material-level qualities in a different buffer (fill color, index of refraction / diffusion)
- [ ] Shader feature options
- [ ] Refracted shadows