Build reusable shader modules for a Unity project that work across different render pipelines.
Create a localized material editor interface using translation files for different languages.
Avoid property name collisions when combining multiple shader modules in one material.
| lilxyzw/shader-core | emrekaya567787616/cursor-ai-pro-download-2026 | tor-browser-download/tor-browser | |
|---|---|---|---|
| Stars | 72 | 71 | 71 |
| Language | C# | C# | C# |
| Setup difficulty | hard | easy | easy |
| Complexity | 4/5 | 1/5 | 1/5 |
| Audience | developer | general | general |
Figures from each repo's GitHub metadata at analysis time.
Requires familiarity with Unity's shader and VisualElement editor systems, documentation is Japanese only.
Shader Core is a modular shader system built for the Unity game engine. The main shader itself still depends on the target platform and rendering pipeline, but individual modules can be written to handle basic processing without depending on either one, so pieces of shader logic can be reused across different setups. The project defines modules that stay platform independent, supports localization of the material editor through .po translation files, and avoids variable name clashes between modules by giving each one a unique module ID. It also lets creators copy and paste material settings as plain text in a way that does not depend on the platform. The documentation makes clear several things the project intentionally does not try to do. It does not support modules that add new rendering passes, since that would cause conflicts between modules, multi pass setups need to be defined in the main shader itself. It does not support Unity's built in MaterialPropertyDrawer, because the editor interface is written using Unity's VisualElement system instead of IMGUI. The main shader still depends on the platform, and is expected to handle only simple things like the main texture, normal maps, or outlines, so it stays easy to rewrite. Modules generally cannot use Unity specific features directly, though shader keyword handling is supported through a special attribute that turns generated shader keywords into constant properties. Modules are also not meant to change behavior defined by the main shader or by other modules, again to avoid conflicts. The documentation for this project is written only in Japanese, with the expectation that readers can use browser based machine translation if needed. The full README is longer than what was shown.
A modular shader system for Unity that lets developers write platform independent shader modules while keeping the main shader itself simple and easy to rewrite.
Mainly C#. The stack also includes C#, Unity, HLSL.
No license information was found in the README.
Setup difficulty is rated hard, with roughly 1h+ to a first successful run.
Mainly developer.
This repo across BitVibe Labs
double-check against the repo, no cap.