Overview
https://docs.unity3d.com/2017.2/Documentation/Manual/ScriptableRenderPipeline.html#APIOverview
Unity C++ code | C#/shader code (MIT open source) |
Culling Render set of objects with filter/sort/params/batch Internal graphics platform abstraction |
Camera setup Light setup Shadows setup Frame render pass structure & logicShader/compute code |
//BeforeGBuffer
//AfterGBuffer – 0
//AfterGBuffer – 1
//AfterGBuffer – 2
//AfterGBuffer – 3
//AfterGBuffer
//BeforeReflections
//AfterReflections
//BeforeLighting
//-(for each light)-
//Lighting – BeforeShadowMapPass
//Lighting – BeforeShadowMap
//Lighting – AfterShadowMap
//Lighting – AfterShadowMapPass
//Lighting – BeforeScreenspaceMask
//Lighting – AfterScreenspaceMask
//AfterLighting
//BeforeFinalPass
//AfterFinalPass
//BeforeDepthTexture
//AfterDepthTexture
//BeforeDepthNormalsTexture
//AfterDepthNormalsTexture
//BeforeForwardOpaque
//AfterForwardOpaque
//BeforeSkybox
//AfterSkybox
//BeforeImageEffectsOpaque
//AfterImageEffectsOpaque
//BeforeForwardAlpha
//AfterForwardAlpha
//BeforeImageEffects
//AfterImageEffects
//BeforeHaloAndLensFlares
//AfterHaloAndLensFlares
//AfterEverything
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