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CustomSRP

Many mini-custom-SRPs showing how to achieve different things when creating your own SRP. Only SRP Core package is needed.

Install / Use

/learn @cinight/CustomSRP
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

CustomSRP

A new SRP from scratch

Unity version : 6000.0.30f1+ Checkout to branches for older versions

Tested 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:

View on GitHub
GitHub Stars645
CategoryDevelopment
Updated8d ago
Forks78

Languages

C#

Security Score

85/100

Audited on Mar 16, 2026

No findings