This is where we can prototype and explore new ideas, about how video games and data can talk together. It's not a game, it's an experience that drives the mindset of development. From GPU-CPU communications, to mesh encoding, to screen space shaders effects, I honestly do not give a -ick, it's all about crazy code and a place where I can go crazy on shaders!
Based on Unity URP, to inject passes, cut and paste pipelone source and inject command buffer in C#.
Ressource | Infos |
---|---|
/src | All the root code, place your hardware jam in here |
/Steak | A sandbox, not tracked from local usage |
/UnitySolution | A drag and drop Unity Solution |
/STeakers | A plug and play solution to test Steak driven shaders(DirectX and HLSL) |
Drag and drop /UnitySolution to an existing URP project. Everything will should be ready to go...à= if not !: Make sure to delete all CachedPackages and make the URP package in /UnitySolution/Packages (include ShaderGraph, it won't build if you leave if it CachedPackages 🤷)
If bug:
- Delete .packagelock
- Close Unity and delete CachedLibs and delete .packagelock in your local package
The code is not meant to be platform specific. Just fork it and have fun 😍
DX12 for RT stuff otherwise, fuck around the pipeline as you want.