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Unity SRP Playground

What is this About?

This is a playground for learning and experimenting the capability of Unity's Scriptable Rendering Pipeline. The goal of this project is to research and investigate how computer graphic theories about real-time rendering can work seamlessly in mordern commerical game engines like Unity3D. In current stage, codes are originated from https://catlikecoding.com/unity/tutorials/custom-srp/ in recognition of author's credit.

Phase I: Studying Catlike Coding's Custom SRP

Sample Images

  • GPU Instancing and Unlit Shader
  • Directional Lighting and Shadow with Baked GI
  • Spot and Point Light
  • Spot and Point Light with HDR PostFX

Lighting

  • Directional Light
  • Transparency
    • Aphla Clipping
  • Light Model
    • Shading Model: PBR and Cook-Torrence Model
      • Geometry: SchlickGGX
      • NDF: Trowbridge-Reitz GGX
      • Frenel: Fresnel-Schilick Approximation
    • Environmental Mapping and Reflection Probe
  • Point and Spot Lights
    • Point Light
      • Distance Attenuation and Light Range
    • Spot Light
      • Direction and Inner and Outer Spot Angle
    • PerObject Light Data
  • Global Illumination
    • Light Baking for Static Objects
    • Light Mapping and Sampling
    • Meta Pass
    • Light Probe
    • LPPV
    • Emissive Surface
    • Light Delegate

Shadows

  • Directional Shadows
    • Shadow Map
    • Shadow Caster Pass
    • Applying shadow with Light Attenuation
    • CSM and Culling Spheres
    • CSM Shadow Fading between Cascades
    • Depth Bias and Normal bias
    • Shadow Pancaking
    • PCF Filtering
    • Clipped Shadows and Dithered Shadows for Trasparent Objects
  • Shadow Masks for GI
    • Occlusion Probes and LPPV
    • Shadow Mixing With CSM
  • Point and Spot Shadows
    • Dedicated Atlas
    • Normal Bias for Point and Spot Light
    • Clamped Sampling
    • FOV Bias

Texturing

  • Albedo
  • Emission
  • MODS(Metallic, Occlusion, Detail and Smoothness)
  • Normal Maps and Tangent Space Transformation
  • Detailed Normal Map

PostFX

  • Single Triangle Drawing
  • Bloom
    • Gaussian Filtering
    • Bloom Pyramid and Additive Blurring
    • Threshold and Leg function
    • Additive Bloom and Scattering Bloom
  • HDR
    • Firefly Elimination
    • Tone Mapping
      • Reinhard
      • Neutral
      • ACES
  • Color Grading
    • Post Exposure

    • Contrast

    • Color Filter

    • Hue Shift

    • Saturation

    • White Balance

    • Split Toning

    • Channel Mixer

    • Shadows Midtones Highlights

    • 3D LUT

Particles

  • Flipbook Blending
  • Fading Near Camera
  • ViewSpace Depth and Soft Billboard Particles
  • ViewSpace Copy and Distortion

LOD

  • Dithering and Cross-Fading

FXAA

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