This article is splitted to following parts. Click the title to redirect. Part 1: What is Unity scriptable render pipeline (SRP) Part 2: Why SRP – What’s wrong with the default renderer Part 3: Why SRP – Unleash the Power of SRP Part 4: Implement details – basics Part 5: Implement details – wind Implement detailsContinue Reading
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Frustum Aligned Rendering Solution in VR with Unity’s Scriptable Rendering Pipeline – Part 4
This article is splitted to following parts. Click the title to redirect. Part 1: What is Unity scriptable render pipeline (SRP) Part 2: Why SRP – What’s wrong with the default renderer Part 3: Why SRP – Unleash the Power of SRP Part 4: Implement details – basics Part 5: Implement details – wind Implement detailsContinue Reading
Frustum Aligned Rendering Solution in VR with Unity’s Scriptable Rendering Pipeline – Part 3
This article is splitted to following parts. Click the title to redirect. Part 1: What is Unity scriptable render pipeline (SRP) Part 2: Why SRP – What’s wrong with the default renderer Part 3: Why SRP – Unleash the Power of SRP Part 4: Implement details – basics Part 5: Implement details – wind Why SRPContinue Reading
Frustum Aligned Rendering Solution in VR with Unity’s Scriptable Rendering Pipeline – Part 2
This article is splitted to following parts. Click the title to redirect. Part 1: What is Unity scriptable render pipeline (SRP) Part 2: Why SRP – What’s wrong with the default renderer Part 3: Why SRP – Unleash the Power of SRP Part 4: Implement details – basics Part 5: Implement details – wind Why SRPContinue Reading
Frustum Aligned Rendering Solution in VR with Unity’s Scriptable Rendering Pipeline – Part 1
This article is splitted to following parts. Click the title to redirect. Part 1: What is Unity scriptable render pipeline (SRP) Part 2: Why SRP – What’s wrong with the default renderer Part 3: Why SRP – Unleash the Power of SRP Part 4: Implement details – basics Part 5: Implement details – wind WhatContinue Reading
Volumetric fog/light rendering
Except the real-time rendering of the objects in the world with a physically based BRDF model, another important phenomenon in the real world is participating media. Of course, the object itself can be a participating media too. That’s why BRDF is gradually replaced by the new BSDF, which regards objects more of a media thanContinue Reading
Implement the clustered lighting method
Between tiled and clustered lighting methods, I finally chose clustered lighting for our project. The detailed reasons will be described in later articles. Lights vs Clusters The first step of a clustered lighting algorithm is separating the camera frustum into clusters. How to separate the frustum actually affects two things: the efficiency of computing andContinue Reading
GPU based Light Culling Algorithm Study
In games, more and more dynamic lights are needed nowadays. And the increasing complexity of game scenes makes it more and more difficult to determine light-object intersections in the object space on the CPU side. Deferred shading was developed to solve this kind of problem by moving the actual lighting process from object space toContinue Reading
Cascade shadow maps
Shadow Map Shadow map is now widely used in realtime shadow rendering. The basic concept of shadow map is very intuitive. We treat the light as a camera. Watch from the light and all the invisible areas are shadows. With this basic concept, shadow rendering always involves two passes. In the first pass, we alignContinue Reading