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.
- GPU Instancing and Unlit Shader

- Directional Lighting and Shadow with Baked GI

- Spot and Point Light

- Spot and Point Light with HDR PostFX

- 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
- Shading Model: PBR and Cook-Torrence Model
- Point and Spot Lights
- Point Light
- Distance Attenuation and Light Range
- Spot Light
- Direction and Inner and Outer Spot Angle
- PerObject Light Data
- Point Light
- Global Illumination
- Light Baking for Static Objects
- Light Mapping and Sampling
- Meta Pass
- Light Probe
- LPPV
- Emissive Surface
- Light Delegate
- 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
- Albedo
- Emission
- MODS(Metallic, Occlusion, Detail and Smoothness)
- Normal Maps and Tangent Space Transformation
- Detailed Normal Map
- 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
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Post Exposure
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Contrast
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Color Filter
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Hue Shift
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Saturation
-
White Balance
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Split Toning
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Channel Mixer
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Shadows Midtones Highlights
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3D LUT
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- Flipbook Blending
- Fading Near Camera
- ViewSpace Depth and Soft Billboard Particles
- ViewSpace Copy and Distortion
- Dithering and Cross-Fading