A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.
| Name | Stars | Last Commit | Description |
|---|---|---|---|
| three.js | ![GitHub |
| using System; | |
| using Unity.Burst; | |
| using Unity.Collections; | |
| using Unity.Jobs; | |
| using Unity.Mathematics; | |
| using UnityEngine; | |
| using UnityEngine.UI; | |
| using TMPro; | |
| public class OptimalSpatialHashing : MonoBehaviour { |
| using System.Text.RegularExpressions; | |
| using UnityEditor; | |
| /// <remarks> | |
| /// This class need to be placed in Assets/Standard Assets/Editor folder to be compiled before other scripts. | |
| /// See <see href="https://docs.unity3d.com/Manual/ScriptCompileOrderFolders.html"/>. | |
| /// </remarks> | |
| internal sealed class LangVersionPostprocessor : AssetPostprocessor { | |
| private static string OnGeneratedCSProject(string path, string content) { | |
| var pattern = @"<LangVersion>(.*?)<\/LangVersion>"; |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| /* | |
| - Renders DepthOnly pass to _CameraDepthTexture, filtered by LayerMask | |
| - If the depth texture is generated via a Depth Prepass, URP uses the Opaque Layer Mask at the top of the Forward/Universal Renderer asset | |
| to determine which objects should be rendered to the depth texture. This feature can be used to render objects on *other layers* into the depth texture as well. |
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Text; | |
| using System.Threading.Tasks; | |
| using Mono.Cecil; | |
| using Mono.Cecil.Cil; | |
| using Mono.Cecil.Rocks; | |
| using Mono.Cecil.Pdb; | |
| using System.IO; |
| using System; | |
| using System.Runtime.CompilerServices; | |
| using System.Runtime.ExceptionServices; | |
| using System.Threading; | |
| namespace Fibers | |
| { | |
| public struct AsyncFiberMethodBuilder<T> | |
| { | |
| private Fiber<T>? fiber; |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEngine; | |
| using UnityEditor; | |
| public static class FindMissingScriptsRecursively | |
| { | |
| [MenuItem("Auto/Remove Missing Scripts Recursively Visit Prefabs")] | |
| private static void FindAndRemoveMissingInSelected() | |
| { | |
| // EditorUtility.CollectDeepHierarchy does not include inactive children |
| using UnityEngine; | |
| using UnityEditor; | |
| public class SaveRenderTextureToFile { | |
| [MenuItem("Assets/Save RenderTexture to file")] | |
| public static void SaveRTToFile() | |
| { | |
| RenderTexture rt = Selection.activeObject as RenderTexture; | |
| RenderTexture.active = rt; |
| // When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
| // However, if you want to author shaders in shading language you can use this teamplate as a base. | |
| // Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
| // This shader works with URP 7.1.x and above | |
| Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
| { | |
| Properties | |
| { | |
| // Specular vs Metallic workflow | |
| [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.
| Name | Stars | Last Commit | Description |
|---|---|---|---|
| three.js | ![GitHub |
| /* | |
| MIT License | |
| Copyright (c) 2016 Jesse Ringrose | |
| Permission is hereby granted, free of charge, to any person obtaining a copy | |
| of this software and associated documentation files (the "Software"), to deal | |
| in the Software without restriction, including without limitation the rights | |
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| copies of the Software, and to permit persons to whom the Software is |