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
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