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1
An Introduction to
Scriptable Render
Pipelines
Jay Santos
Lead Evangelist - SAPAC
jay@unity3d.com
@JayUnity3d
●What is a Scriptable Render Pipeline?
●What Scriptable Render Pipelines are available?
●How to get started with using Scriptable Render Pipelines?
Talk Topics
4
What is a Scriptable Render Pipeline?
5
A way of configuring & performing
rendering in Unity that is controlled
from a C# script.
6
SRP is...
Render Pipeline
7
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
8
For Example:
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
9
For Example:
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
10
For Example:
Why is Unity integrating
Scriptable Render Pipelines?
11
● 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.
12
Why is Unity integrating Scriptable Render Pipelines?
What Scriptable Render Pipelines
are available in Unity 2018.1?
13
14
Available in Unity 2018.1
● Built-In Render Pipeline
● SRP API:
○ Lightweight (LWRP) - Beta
○ High Definition (HDRP) - Preview
○ Custom
15
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.
16
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
17
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
18
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.
19
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
20
High Definition Render Pipeline
(HDRP) - Materials
● Projection: Planar, Tri-planar
● Parallax Occlusion Mapping
● Tessellation
● Subsurface Scattering, Anisotropy, Iridescence
● Clearcoat
● Layering
● Decals
21
Demo
22
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
How Can I Get Started?
23
Getting Started
24
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...
Thank you!
Jay Santos – Lead Evangelist –
SAPAC
jay @unity3d.com
connect.com/u/Jay

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【Unite 2018 Tokyo】スクリプタブルレンダーパイプライン入門

  • 1. 1
  • 2. An Introduction to Scriptable Render Pipelines
  • 3. Jay Santos Lead Evangelist - SAPAC jay@unity3d.com @JayUnity3d
  • 4. ●What is a Scriptable Render Pipeline? ●What Scriptable Render Pipelines are available? ●How to get started with using Scriptable Render Pipelines? Talk Topics 4
  • 5. What is a Scriptable Render Pipeline? 5
  • 6. A way of configuring & performing rendering in Unity that is controlled from a C# script. 6 SRP is...
  • 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 8 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 9 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 10 For Example:
  • 11. Why is Unity integrating Scriptable Render Pipelines? 11
  • 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. 12 Why is Unity integrating Scriptable Render Pipelines?
  • 13. What Scriptable Render Pipelines are available in Unity 2018.1? 13
  • 14. 14 Available in Unity 2018.1 ● Built-In Render Pipeline ● SRP API: ○ Lightweight (LWRP) - Beta ○ High Definition (HDRP) - Preview ○ Custom
  • 15. 15 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.
  • 16. 16 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
  • 17. 17 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
  • 18. 18 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.
  • 19. 19 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
  • 20. 20 High Definition Render Pipeline (HDRP) - Materials ● Projection: Planar, Tri-planar ● Parallax Occlusion Mapping ● Tessellation ● Subsurface Scattering, Anisotropy, Iridescence ● Clearcoat ● Layering ● Decals
  • 22. 22 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
  • 23. How Can I Get Started? 23
  • 24. Getting Started 24 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...
  • 25. Thank you! Jay Santos – Lead Evangelist – SAPAC jay @unity3d.com connect.com/u/Jay