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AAAA Render Pipeline (Unity SRP)

🚧 An experimental Unity render pipeline.

The main goals of the project are:

  • GPU Driven pipeline.
  • Modern high fidelity rendering techniques.
  • Minimal reliance on temporal algorithms.
  • Pushing technical constraints of Unity.

Main

Unity and Graphics API Versions

🔨 Developed with Unity 6000.0.26f1.

❎ Only Windows/DirectX 12 configuration is supported at the moment.

Rendering Techniques

  • GPU Driven pipeline
    • Hierarchical meshlet LODs
    • Frustum, Cone, and Occlusion Culling (Two-Pass)
  • Visibility Buffer + GBuffer
  • PBR lighting
    • Cook-Torrance BRDF
    • Image-Based Lighting
      • Irradiance and Pre-Filtered Environment maps generated from an HDR cubemap
  • Cascaded Shadow Mapping
  • PCF 5x5 Soft Shadows
  • Clustered Lighting
  • XeGTAO
    • Bent Normals
    • "Micro Shadowing": directional light contact shadow approximation
  • HiZ SSR
  • SMAA
  • FSR 1.0
  • ACES/Neutral Tonemapping

API Features

  • ShaderModel 6.6 bindless resources (right here in Unity!)
  • In-Editor PIX for Windows integration

Project Structure

External Dependencies