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srp's Introduction

SRP

Description

A customized forward+ render pipeline for Unity

Planned Features

  1. Supports forward+ render path (Implemented)
  2. Supports tile-based light culling with transparent objects (Implemented - Both dither transparent & transparent)
  3. Supports realtime directional light / spot light / point light shadows (Implemented - Both hard shadows & soft shadows)
  4. Supports cascaded shadowmap for directional light (Implemented)
  5. Supports volumetric lighting
  6. Supports Mie-scattering skylight
  7. Supoorts screen space decals
  8. Supports global illumination
  9. Supports stochastic screen space reflection
  10. Supports MSAA / FXAA / SMAA / TAA

Possible Features

  1. Supports GPU culling
  2. Supports nonphotorealistic render pipeline
  3. Supports in-pipeline GPU grass
  4. Supports in-pipeline post-processing stack
  5. Supports groundtruth ambient occulsion

Graphic API

  1. DX11+ on Windows
  2. Metal on Mac
  3. OpenGL 4.5+ on Linux

PS: Graphic APIs that support Compute Shaders.

Docs

Not ready yet

Previews

Still Under Development.png

Parameters

  • 2k resolution
  • 59 point lights
  • 22 spot lights, 2 of them have soft shadows, 1k resolution
  • 1 directional light with soft shadow, 4 cascades, 2k resolution
  • 586 fps

Configs

  • MacBook Pro (15-inch, 2017)
  • macOS Mojave 10.14.4
  • 3.1 GHz Intel Core i7
  • 16 GB 2133 MHz LPDDR3
  • Radeon Pro 560 4 GB

srp's People

Contributors

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Stargazers

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srp's Issues

err in editor

RenderTexture.Create failed: format unsupported for random writes - RGBA4 (142).
UnityEngine.Rendering.ScriptableRenderContext:Submit()
SRPipeline:RenderScene(Camera) (at Assets/Scripts/SRPAsset.cs:714)
SRPipeline:Render(ScriptableRenderContext, Camera[]) (at Assets/Scripts/SRPAsset.cs:153)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

error message and shader purple problem

Shader error in 'SRP/DebugCubemapArray': TextureCubeArray textures aren't supported on this target at Assets/Shaders/SRPInclude.hlsl(54) (on d3d11)

Compiling Fragment program
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Assertion failed on expression: '0 == m_CurrentBuiltInBindMask'
UnityEngine.Rendering.ScriptableRenderContext:Submit()
SRPipeline:RenderScene(ScriptableRenderContext, Camera) (at Assets/Scripts/SRPAsset.cs:676)
SRPipeline:Render(ScriptableRenderContext, Camera[]) (at Assets/Scripts/SRPAsset.cs:132)

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