Custom Render Pipeline with Unity SRP, include following features:
- Defered Shading Pipeline
- PBR / IBL
- Cascaded Shadow Mapping / PCSS (with Shadow Mask optimization)
- TAA
- GPU Instance / Frustum Culling / Oclussion Culling
- Cluster Based Defered Lighting
- Guassian Blur (Implemented with compute shader)
[1] AKG4e3, "Unity SRP 实战(一)延迟渲染与 PBR"
[2] JoeyDeVries, "Learn OpenGL"
[3] AKG4e3, "Unity SRP 实战(二)级联阴影贴图 CSM"
[4] 銀葉吉祥, "一起来写Unity渲染管线吧"
[5] 0向往0, "由浅入深学习PBR的原理和实现"
[6] 王江荣, "使用Compute Shader实现Hi-z遮挡剔除"
[7] SardineFish, "在 Unity SRP 实现 Temporal Anti-aliasing"
[8] syb7384, "URP下GPU Instance以及IndirectDraw探究"
[9] Clawko, "详解Cubemap、IBL与球谐光照"
[10] KillerAery, "实时阴影技术(1)Shadow Mapping"
[11] Ubp.a, "深入理解 PBR/基于图像照明 (IBL)"
[12] KillerAery, "实时阴影技术(1)Shadow Mapping"