SRP studies

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

API

https://docs.unity3d.com/2017.2/Documentation/ScriptReference/Experimental.Rendering.RenderPipeline.html

SRP api

Existing

001

002

003

One thought on “SRP studies

  1. //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

    Like

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