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IllusionRP

Unity high-definition graphics plugin for Universal Render Pipelines.

Install / Use

/learn @AkiKurisu/IllusionRP
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

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IllusionRP

Unity high-definition graphics plugin for Universal Render Pipelines.

<img src="./Documentation~/images/banner.png"> </div>

Highlights

  • High-quality graphics features with one-click integration for your URP project
  • Ready-to-use shaders and templates for Amplify Shader Editor
  • Compatible with Unity 2022, 2023, and Unity 6 versions

Demo

<b>Sponza Demo</b>

IllusionRP demo for Sponza scene, see AkiKurisu/IllusionRP-Demo for more details.

Demo

<b>AIChara Remaster Demo</b>

IllusionRP is first designed to re-rendering game characters of @ILLUSION.

Demo is WIP, stay tuned.

Showcase

Notice

Designed for <b>Forward</b> and <b>Forward+</b> rendering path, <b>Deferred</b> rendering path is not supported.

Add new shading model in deferred rendering path need modify the URP source code, which is hard to maintain. While using forward rendering path, we can add shaders without limitations.

Platforms

  • Android (Vulkan)

  • Standalone Windows (DX12)

Version

Unity 6

  • Unity 6.3 (URP 17.3.0)

Unity 2022 and Unity 2023

  • Unity 2022.3.62f1 (URP 14.0.12)

  • Unity 2023.2.22f1 (URP 16.0.6)

Install

Use git URL to download package by Unity Package Manager https://github.com/AkiKurisu/IllusionRP.git.

To fix compute shader compilation error when enable Forward+, copy the ./com.unity.render-pipelines.ps5~ folder to your project Package directory and rename it to com.unity.render-pipelines.ps5.

Setup

  1. Replace Post Process Data with IllusionRPPostProcessData in your URP renderer asset. Post Process Data
  2. Add Illusion Graphics renderer feature in your URP renderer asset. Renderer Feature

[!Tip] For best visual experience and performance, I recommend you to enable Depth Priming and Forward+ in renderer asset to use <b>Pre-Z Cluster Forward Rendering</b>.

Features

Introduction to included rendering features.

Skin

Support <b>Screen Space Subsurface Scattering (SSSSS)</b> ported from HDRP and fallback to <b>Spherical Gaussian Subsurface Scattering (SGSSS)</b> introduced by Matt - Approximating Subsurface Scattering With Spherical Gaussians when screen space sss is disabled.

<b>Dual Lobe Specular</b> provides a more natural skin effect.

SSS

Hair

Support <b>Kajiya-Kay</b> shading model with better performance.

Support <b>Marschner</b> shading model implemented by Unreal Engine.

Hair Shading

<b>Multipass</b> is used (opaque & transparent).

<b>OIT</b> to solve hair transparent rendering order based on NVIDIA's Weighted Blended Order-Independent Transparency.

Fabric

Support <b>Anisotropy Specular</b>.

Anisotropy

<b>Oren-Nayar</b> diffuse model.

<b>Sheen Scattering</b> with <b>Ashikhmin</b> (smooth) and <b>Charlie</b> (softer) model.

Hybrid Lit

The upgraded version of Universal Render Pipeline/Lit shader.

Support <b>PreIntegrated Imaged Based Lighting</b> ported from HDRP.

Support all <b>Screen Space Lighting</b> features in IllusionRP.

Support <b>Order Independent Transparency</b>.

Hybrid Lit

[!TIP] You can directly replace the urp lit shader with Universal Render Pipeline/Hybrid Lit shader to get better lighting results.

Water

Water shader is modified from URP samples and has been converted to ASE version.

[!TIP] To sample full scene color instead of _CameraOpaqueTexture, you need enable requireHistoryColor or ScreenSpaceReflection in Illusion Graphics renderer feature.

Shadows

Support <b>Per-Object Shadow</b> based on stalomeow/StarRailNPRShader to enhance character shadow quality.

Include <b>Contact Shadows</b> ported from HDRP to capture small details.

Contact Shadows

Support <b>Micro Shadows</b> ported from HDRP to simulate small details embedded in the Material of a GameObject, but not in its Mesh geometry.

Support <b>Fragment Shadow Bias</b> to reduce shadow acne.

[!Warning] Enable Fragment Shadow Bias will let IllusionRP shaders not compatiable with URP's built-in shader since we now apply shadow bias in receiver fragement shader instead of in caster vertex shader.

Include <b>Percentage-Closer Soft Shadow</b> from recaeee/RecaNoMaho_P for more realistic shadows.

PCSS

[!TIP] Percentage-Closer Soft Shadow only works for Main Light Shadow Caster and Per-Object Shadow Caster.

Ambient Occlusion

Include <b>Ground Truth Ambient Occlusion</b> based on bladesero/GTAO_URP and HDRP implementation.

Support <b>AO Multi-Bounce</b> and <b>Separate AO</b> for diffuse and specular lighting.

GTAO

Global Illumination

Include <b>Screen Space Reflection</b> based on EricHu33/URP_SSR and HDRP implementation.

SSR

Support 3 algorithms: <b>View Space Linear Search</b>, <b>Screen Space Linear Search</b> and <b>Hiz Search</b>.

Include <b>Precomputed Radiance Transfer Global Illumination (PRTGI)</b> based on AKGWSB/CasualPRT.

PRTGI

[!TIP] PRTGI will not affect materials that use baked lightmaps.

Support <b>Reflection Probe Normalization</b> based on Unity Adaptive Probe Volume when enable PRTGI to prevent light leaking.

Reflection Probe Normalization

Include <b>Screen Space Global Illumination</b> based on jiaozi158/UnitySSGIURP and HDRP implementation.

SSGI

[!TIP] Recommend to use PRTGI outdoor and combine with SSGI indoor.

Also, SSGI will not affect materials that use baked lightmaps.

SSGI + PRTGI

Post Processing

Include <b>Automatic Exposure</b> ported from HDRP.

Exposure

Include <b>Convolution Bloom</b> from StellarWarp/High-Performance-Convolution-Bloom-On-Unity.

Bloom

Include <b>Volumetric Light</b> from CristianQiu/Unity-URP-Volumetric-Light.

Volumetric Light

Include <b>Advanced Tonemapping</b> with two kinds:

<b>Gran-Turismo</b> from yaoling1997/GT-ToneMapping better for anime characters.

<b>Filmic ACES</b> from Unreal Engine which is more artist friendly.

Tonemapping

[!NOTE] Advanced Tonemapping only works in High Dynamic Range grading mode.

Debugging

Recommended to install Chris to use Unreal-like console variables for debugging rendering features.

Install from git url https://github.com/AkiKurisu/Chris

Console Variable

Chris also provides a Data-Driven Dynamic Volume Provider to support configuring volume profile per-platform.

Dynamic Volume

Documents

Documents are generated with Devin AI, please create an issue if you find any problems.

Shaders

Lighting

Render Pipeline

Optimization

Contribution

See Contributing for more details.

Credits

Thanks to the following great works and articles.

bladesero/GTAO_URP

stalomeow/StarRailNPRShader

ecidevilin/KhaosLWRP

EricHu33/URP_SSR

AKGWSB/CasualPRT

HigashiSan/Weighted-Blended-OIT-in-Unity-URP

Unity-Technologies/Graphics

Unity-Technologies/shading-rate-demo

yaoling1997/GT-ToneMapping

StellarWarp/High-Performance-Convolution-Bloom-On-Unity

CristianQiu/Unity-URP-Volumetric-Light

recaeee/RecaNoMaho_P

jiaozi158/UnitySSGIURP

Matt - Approximating Subsurface Scattering With Spherical Gaussians

[傻头傻脑亚古兽 - Unity实现SSS

View on GitHub
GitHub Stars204
CategoryDevelopment
Updated9d ago
Forks46

Languages

ShaderLab

Security Score

85/100

Audited on Mar 20, 2026

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