Fast Cinematic PBR Particles
Pending Review
Fast PBR Particles is a mesh-based particle system that generates its geometry once and then evaluates all particle behaviour entirely in the shader, enabling cinematic effects with minimal CPU cost and excellent platform coverage.
Core principles:
- Minimal CPU workload: particle meshes are built once; there is no per-frame CPU simulation, all temporal evolution is evaluated on the GPU with single-draw-call rendering.
- Broad graphics API support: despite the simulation happening on GPU, it doesn’t require any advanced features targeting nearly all mainstream graphics APIs including OpenGL(ES) 2.0, DirectX 9.0, and all modern API. while preserving the same feature set.
- Physically based imaging: motion blur, depth of field, inter-frame temporal control, and exposure are derived from physical optical phenomenons with strict energy conservation.
Features:
- Physically based motion blur from shutter interval by stretching the particle footprint (no post-process required).
- Physically based depth of field: bokeh radius derived from physical camera paremeters or volumes.
- Energy conservation: fixed per-particle energy over the shutter interval.
- Temporal controls: between frames blending, closed shutter interval, turbulence.
- Lit and emissive particle shaders.
- Deterministic playback and time reversal.
- Acurate trajectory integrals accout for gravity, drag and wind.
- Static lights mode: bokeh + camera motion blur for non-moving light points.
- Made to be extended.
Physically Based Rendering
Cinematic
Bokeh
Deterministic
PBR
Mobile Compatible
Styliser
A fullscreen camera stylisation effect that splits the image into distinct color bands and fills the transitions between them with tileable patterns. The light position of each color band is individually controllable, giving artists precise creative control over the resulting look.
- Per-color light position control
- Use any pattern
- Easy to set up
- Last Update 2017
VFX / Shaders
Fullscreen Effects
Unity 5.6+
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Dithering
Deprecated for lack of support
A post-processing effect that simulates a limited color palette, recreating the look of 8-bit hardware. Lightweight - Shader Model 2.0, maximum performance on desktop, 60 FPS on a Google Nexus 4.
- Full control over how many bits per channel
- HSV mode
- Custom patterns
- Shader Model 2.0 - widest possible hardware compatibility
- 60 FPS on Google Nexus 4
- Last Update 2017
VFX / Shaders
Post-Processing
Unity 4.3+
Shader Model 2.0
View on Asset Store →