RTXPT is a high-fidelity real-time path tracing reference implementation developed by NVIDIA. It serves as both a standalone demo application and a reference for integrating advanced rendering techniques into production engines. The codebase implements state-of-the-art path tracing with ReSTIR (Reservoir Spatiotemporal Importance Resampling) for direct and global illumination, NEE-AT (Next Event Estimation - Adaptive Temporal) for lighting feedback, and Stable Planes for denoising. It integrates heavily with NVIDIA RTX SDKs including RTXDI, NRD (Denoiser), OMM (Opacity Micromaps), and DLSS (Streamline). The application supports both DirectX 12 and Vulkan backends via the nvrhi abstraction layer, though Vulkan support is noted as work-in-progress. The architecture follows a modular design with separate components for lighting bakers, material systems, shader compilation, and rendering passes. It uses the Donut engine framework for scene management and shader compilation infrastructure.
MethaneKit is a cross-platform graphics rendering framework that provides abstractions over DirectX 12, Vulkan, and Metal APIs. It features a layered architecture with platform-independent interfaces (RHI), platform-specific implementations, an application framework, UI components, and mathematical utilities. The framework includes tutorial applications demonstrating various graphics techniques from basic triangle rendering to compute shaders and parallel rendering. Key systems include resource management, command submission, pipeline state handling, and synchronization primitives. The codebase demonstrates modern C++ practices with extensive use of templates, PIMPL idiom, and interface-based design.
This repository is a Unity shader asset package (com.llcheesell.led_screen_shader) that provides a high-fidelity, multi-pipeline HLSL shader for simulating LED displays. It supports both HDRP and URP pipelines (with a built-in fallback marked as unsupported), featuring subpixel RGB masking, procedural pattern generation (honeycomb, stripe, rectangle), screen-space density fade for anti-aliasing, cabinet grid with brightness variance, hotspot/glow effects, and TAA ghost prevention via motion vector invalidation. The package includes a custom material inspector GUI with foldable property sections, a migration tool to automatically detect and upgrade legacy Shader Graph materials, sample scenes with post-processing volumes, and detailed textures. The shader is designed for real-time rendering of realistic LED panels in architectural visualization, broadcast, or simulation contexts.
This repository is an extensive collection of over 500 standalone shader examples, compute shader implementations, and supporting C# scripts for Unity, authored by Przemysław Zaworski. It covers a wide breadth of real‑time graphics techniques including raymarching, procedural texture generation, vertex/tessellation/geometry shaders, compute‑based physics, image post‑processing (bloom, HDR, SSAO), fluid simulation, grid‑based simulations (Voronoi, Marching Cubes), and advanced rendering like DirectX Raytracing path tracing. The codebase is primarily educational and demonstrative; each file typically implements a single effect or technique in a self‑contained manner, often with references to original Shadertoy sources, ReShade conversions, or published papers. While many examples are functional and well‑structured, others include incomplete fixes or stale comments, and overall the repository serves as a large reference library rather than a production application. The quality is average—many components are boileplate‑heavy ports—but several pieces, such as the Marching Cubes compute shader with indirect draw, the multipass fluid simulation, and the volume rendering tools, exhibit solid craftsmanship and are extractable for reuse.