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/CustomSRPREADME
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:
- SRP Core Documentation
- Custom SRP template by phi-lira
- Custom Pipeline for Unity 2018 by Catlike Coding
- Custom Pipeline for Unity 2019 by Catlike Coding
- URP & HDRP
- SRPFromScratch by pbbastian
- Siggraph 2018 SRP presentation by Matt Dean
