https://github.com/cinight/customsrp
Many mini-custom-SRPs showing how to achieve different things when creating your own SRP. Only SRP Core package is needed.
https://github.com/cinight/customsrp
custom scriptable-render-pipline srp unity unity3d
Last synced: about 1 month ago
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Many mini-custom-SRPs showing how to achieve different things when creating your own SRP. Only SRP Core package is needed.
- Host: GitHub
- URL: https://github.com/cinight/customsrp
- Owner: cinight
- Created: 2019-02-08T09:44:50.000Z (over 6 years ago)
- Default Branch: master
- Last Pushed: 2024-12-30T15:59:07.000Z (6 months ago)
- Last Synced: 2025-04-07T21:14:42.126Z (3 months ago)
- Topics: custom, scriptable-render-pipline, srp, unity, unity3d
- Language: C#
- Homepage:
- Size: 7.87 MB
- Stars: 622
- Watchers: 15
- Forks: 77
- Open Issues: 2
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Metadata Files:
- Readme: README.md
Awesome Lists containing this project
README
# CustomSRP
A new SRP from scratchUnity version : 6000.0.30f1+
Checkout to branches for older versionsTested with : Win DX11
| Scene | Image | Description |
| --- | - | --- |
| `SRP0101_Basic` |  | Super basic SRP that renders unlit material objects |
| `SRP0102_AssetSettings` |  | Let the SRP Asset to pass some custom variables |
| `SRP0103_CustomGUI` |  | Have a proper interface for the SRP Asset |
| `SRP0201_FrustumCulling` |  | Frustum culling always work. This is a test scene to verify the culling results |
| `SRP0202_OcclusionCulling` |  | Baked Occlusion Culling always work also. This is just a test scene to verify it |
| `SRP0301_Batching` |  | Use Static Batching, Dynamic Batching, GPU Instancing and SRP Batcher |
| `SRP0401_NoSpecificPass` |  | To draw the shaders that do not have a tag, e.g. default Unlit shaders |
| `SRP0402_Multipass` |  | In SRP we need to specify the pass names, so no more infinite pass. But we can specify the orders of passes |
| `SRP0403_Compute` |  | Use compute shader to achieve simple edge detection |
| `SRP0404_DrawCommands` |  | using CommandBuffer functions (DrawMeshInstancedIndirect) |
| `SRP0405_Callback` |  | Make your custom callback function so that you can insert extra rendering code with other scripts |
| `SRP0406_ShaderDebugPrint` |  | Print pixel values from shader to Console |
| `SRP0501_SoftParticle` |  | Setup CameraDepthTexture to achieve soft-particle effect |
| `SRP0502_Distortion` |  | No more grab pass but we can implement our own |
| `SRP0101_Fog` |  | Use Fog on Lighting Settings |
| `SRP0601_RealtimeLights` |  | Directional / Point / Spot lights and setup PerObject light data |
| `SRP0602_BakedLights` |  | Baked Lightmap / Reflection Probe / Light Probes and setup PerObject data for them |
| `SRP0603_RealtimeShadowDirectional` |  | Directional light realtime shadow |
| `SRP0701_HDR_MSAA` |  | Use HDR and MSAA |
| `SRP0701_HDR_MSAA_RTHandle` |  | Same as above, but using RTHandle instead of RenderTargetIdentifier |
| `SRP0701_Stencil` |  | In order to use stencil, we need the render target having at least 24bit depth. This case we use the same pipeline with 0701 |
| `SRP0702_Postprocessing` |  | This shows you how to use Postprocessing Stack with SRP (transparent effects e.g. Bloom, Depth of Field) |
| `SRP0703_MotionVector` |  | Make motion blur works. Use per-object and camera motion vector |
| `SRP0801_UGUI` |  | Use UICamera to render UGUI, also render 3D objects and particle on UI |
| `SRP0802_RenderPass` |  | Use RenderPass to target multiple color attachments and read / write from / to them |
| `SRP0802_RenderGraph` |  | Use RenderGraph to modularize rendering passes. Use Window > Render Pipeline > Render Graph Viewer to see RT read/write status in each pass |
| `SRP0802_RenderGraph_RasterCommandBuffer` |  | Similar to above but using RasterCommandBuffer in RenderGraph |
| `SRP0803_MultiRenderTarget` |  | Use CommandBuffer.SetRenderTarget() to target multiple color surfaces |
| `SRP0901_SceneViewFix` |  | Make the gizmos / icons appear on scene view |
| `SRP0902_SceneViewDrawMode` |  | Adding custom Scene View draw modes |
| `SRP1001_Error` |  | Render the pink shaders on the materials that the SRP doesn't support |
| `SRP1002_Debug` |  | Make the Profiler records the timing for SRP performance debugging |
| `SRP1003_DefaultShaders` |  | Set pipeline default materials when creating new material / objects / particle / terrain etc |-------------
References / Useful Links:
- [SRP Core Documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest)
- [Custom SRP template by phi-lira](https://github.com/phi-lira/CustomSRP)
- [Custom Pipeline for Unity 2018 by Catlike Coding](https://catlikecoding.com/unity/tutorials/scriptable-render-pipeline/)
- [Custom Pipeline for Unity 2019 by Catlike Coding](https://catlikecoding.com/unity/tutorials/custom-srp/)
- [URP & HDRP](https://github.com/Unity-Technologies/Graphics)
- [SRPFromScratch by pbbastian](https://github.com/pbbastian/SRPFromScratch)
- Siggraph 2018 SRP presentation by Matt Dean