4. ●What is a Scriptable Render Pipeline?
●What Scriptable Render Pipelines are available?
●How to get started with using Scriptable Render Pipelines?
Talk Topics
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8. Realistic FPS for High-End Desktop & Consoles
● Requires Global Illumination, Reflections, Shadows, etc
● Uses a lot of Post Processing Effects
● Using Photogrammetry: Layered Materials
● Complex Particle Systems; some affected by Light
● Minimal UI/Text
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For Example:
9. Top-Down 3D Toon-Styled Tower Defense for Tablets
● Toon visuals, custom shader that don’t use PBR
● Minimal lighting: One Shadow-Casting light, Emissive
materials
● Custom PPS (to achieve unique visuals)
● Unlit particles
● Some UI/Text
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For Example:
10. 2D Puzzle Game for Low-End Mobile.
● Sprites: No Lighting, Reflections, Shadows, etc
● No Post Processing Effects!
● Basic Particles; not affected by Light.
● A lot of UI/Text
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For Example:
11. Why is Unity integrating
Scriptable Render Pipelines?
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12. ● Make Unity’s Rendering less of a black-box!
● More Choice in how a game/project is rendered.
● More Customization of via exposed parameters and
methods.
● More Control over how and where performance
resources are used.
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Why is Unity integrating Scriptable Render Pipelines?
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Available in Unity 2018.1
● Built-In Render Pipeline
● SRP API:
○ Lightweight (LWRP) - Beta
○ High Definition (HDRP) - Preview
○ Custom
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Built-In Render Pipeline
● The existing already-integrated, general-
purpose Render Pipeline that is available
today.
● Large number of Shaders, Post Processing,
Assets etc that are already compatible.
● Rendering:
○ Multi-Pass Forward
○ Multi-Pass Deferred
● Was used for ‘Adam’ & ‘Blacksmith’ Demos.
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Built-In Render Pipeline
● ‘Black Box’
○ Limited control over how the scene is
Rendered.
● Can be unperformant or expensive for some
use-cases.
● Some Unity Graphics features won’t be
supported
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Lightweight Render Pipeline
(LWRP)
● Stripped-back Optimised Render Pipeline
○ Targeted at Mobile and XR
● Single-Pass Forward Rendering
○ Advantage: Up to 8 Pixel Lights are shaded
in a Single Pass!
● Some Trade-Offs:
○ One Realtime Shadow Light
○ No Realtime GI
○ No Point Light Realtime Shadows
○ Mixed Mode: No Shadowmask/Subtractive
○ No Light Cookies
○ PPS: No TAA, SSR, SSAO, Motion Blur
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Lightweight Render Pipeline
(LWRP)
● LWRP Package contains a set of compatible
Standard Shaders
○ Includes an ‘Upgrade’ Tool for existing
Materials.
● Current Unlit Shaders (Particles, Skybox, etc)
are automatically compatible.
● Shader Graph can generate LWRP Shaders
○ Custom hand-written Shaders need to be
setup for LWRP.
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High Definition Render Pipeline
(HDRP)
● AAA Graphics for Small Teams
○ Targeted at High-end PC and Consoles
● Hybrid Deferred/Forward - Tile/Cluster
Renderer
○ Rendering path is solely based on
performance
● Unified Lighting
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Custom Render Pipeline
● C# API to create your own Render Pipeline
● Control over how your game is rendered
● Shader Graph/Custom Shaders must be
tuned to your Render Pipeline
● Can start by modifying Unity’s LWRP/HDRPs
○ Available on GitHub!
● Example:
Retro 3D Pipeline by Keijiro Takahashi
github.com/keijiro/Retro3DPipeline
24. Getting Started
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Templates
Right into the Editor - Either on Package Manager or new project
Blog
tinyurl.com/hdrpunity
GitHub
github.com/Unity-Technologies/ScriptableRenderPipeline
github.com/keijiro/Retro3DPipeline
There are many ways to get started with SRP...