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Geometric Modeling & Shaders- Unity 3D

Description

This GitHub repository contains the code for the laboratories carried out as part of my Geometric Modeling courses at ESIEE.

Laboratories

Lab 1 : Procedural generation of three-dimensional geometric entities

Procedural generation of three-dimensional geometric entities (Quadrilaterals or Quads)

Lab 2 : Catmull-Clark subdivision algorithm

Catmull-Clark subdivision algorithm

Lab 3-a : Wave Tesselation

Wave Tesselation

Lab 3-b : Level of Detail Tesselation

Level of Detail Tesselation

Lab 3-c : Working on new shader

Working on new shader

Lab 3-d : Procedural grass and grass blade shader

Procedural grass and grass blade shader

Lab 4 : Moving Calculations in shader

Watch Video

Lab 5-a : Animating fishes and butterflies

Watch Video

Lab 5-b : Creating waves with vertex displacement

Creating waves with vertex displacement

Watch Video

Lab 5-c : Blob-like deformation shader

Blob-like deformation shader

Lab 5-d : Interactive map

Interactive map

Lab 5-e : Cyanilux's melting candle

Watch Video

Lab 6-a : URP geometry shader for grass (Zelda)

Watch Video

Lab 6-b : Geometry shader in URP

Watch Video

Lab 6-c : Advanced rendering - flat and wireframe shading

Advanced Rendering - Flat and Wireframe Shading

Lab 6-d : Wireframe shader graph

Wireframe Shader Graph

Wireframe Alpha Shader Graph

Lab 6-e : Wireframe URP shader with primitive 3D spaceship

Wireframe URP shader with primitive 3D spaceship

Sea Project

Passionné par le jeu Sea of Thieves, j'ai entrepris de créer une scène immersive dans une ambiance pirate, intégrant des éléments aquatiques et des bateaux. Pour ce faire, j'ai développé plusieurs shaders spécifiques : SubWater Shader, WaterSurface Shader, DepthMask Shader, Wind Sail Shader et Procedural Wood Shader. Mon objectif était de capturer l'esthétique et la dynamique du monde marin tout en exploitant les capacités techniques de Unity et de ses outils associés pour créer des effets visuels réalistes et performants.

Watch Video

Contributions

We welcome contributions to enhance the game's graphics, code, and overall functionality. Please submit your changes through GitHub by creating pull requests.

Sources

Doubly connected edge list

CS184/284A: Articles

The Winged-Edge Data Structure

Winged edge

A Halfedge Refinement Rule for Parallel Catmull Clark Subdivision

onrendering.com

Catmull–Clark subdivision surface - Rosetta Code

Repository Geometric Modeling ESIEE

Unity Shader Graph Basics (Part 5 - Vertex Shaders)

[Unity3D] Intro to Geometry Shader

Waves

Shader Graph: Vertex Displacement - Unity Learn

Interactive Map Shader: Vertex Displacement - Alan Zucconi

Interactive Map Shader: Scrolling Effect - Alan Zucconi

Interactive Map Shader: Terrain Shading - Alan Zucconi

Blender GIS

Home | OpenTopography

Fire/Flame Shader Breakdown

Cyan ✨ on Twitter / X

Stylised Grass with Shaders in URP

Making Zelda: Breath of the Wild Stylised Grass in Unity URP

Repository - Daniel Ilett : A Legend of Zelda: Breath of the Wild-style grass shader

Geometry Shaders in URP - Game Dev Bill

Geometry Shaders in URP - Plus how to create code shaders from shader graph

Flat and Wireframe Shading

Repository WireframeShaderGraph