I'm working on my own: GitHub
I've built a cross platform rendering library that (currently) supports OpenGL, DirectX and Vulkan. Recently it was modernized so it supports features like command lists, pipeline states, GPU queues (async compute, upload) and even explicit multi-GPU.
I worked with the guy at the XShaderCompiler project to bring a unified shading language into the engine. Now all the code is HLSL (even for OpenGL/Vulkan) and I wrote some extensions to the language so full material definitions can be specified, as well as some helpful constructs for combining and mixing and matching shaders.
All the rendering in the engine is multi-threaded (which seems to be rare or non-existent in other open source solutions). I think I have a pretty clean, mostly automated design when it comes to it, making sure its easy and safe to work with.
I've put a lot of focus on making the codebase clean and modular so it is easy to understand and modify. Codebases like UE4 (if you dig deep down into the engine core, where the interesting stuff lives) look like hell to modify, and I wanted something tinkerers & low-level developers like me can easily dig into and modify/experiment with. It's also written from scratch (aside from third party libs) in modern C++14 (I'll also be moving to C++17 modules as soon as compiler/IDE support is better).
I used to work with Unity a lot (~5 years) but it ended up being a nightmare for anything that's a slightly bigger project or when we tried to do something out of the box. Primarily because of its closed source nature, as we had to hack around various restrictions and bottlenecks (instead of just changing them at the source).
Frustrations with Unity were actually the primary reason why I went with my own engine. I really enjoyed its editor (ease of use, iteration time and extensibility were top notch) and C# scripting but wanted something that is more powerful under the hood, and can be easily modified.
I'm currently working on a physically based renderer (80% done), and will be adding Mac & Linux ports (hopefully) by the end of the year. Engine still isn't ready for production use but I strongly believe it offers a better foundation than anything else out there (that I've seen), and hopefully I can grow the feature-set to compete as well.