A customized forward+ render pipeline for Unity
- Supports forward+ render path (Implemented)
- Supports tile-based light culling with transparent objects (Implemented - Both dither transparent & transparent)
- Supports realtime directional light / spot light / point light shadows (Implemented - Both hard shadows & soft shadows)
- Supports cascaded shadowmap for directional light (Implemented)
- Supports volumetric lighting
- Supports Mie-scattering skylight
- Supoorts screen space decals
- Supports global illumination
- Supports stochastic screen space reflection
- Supports MSAA / FXAA / SMAA / TAA
- Supports GPU culling
- Supports nonphotorealistic render pipeline
- Supports in-pipeline GPU grass
- Supports in-pipeline post-processing stack
- Supports groundtruth ambient occulsion
- DX11+ on Windows
- Metal on Mac
- OpenGL 4.5+ on Linux
PS: Graphic APIs that support Compute Shaders.
Not ready yet
Parameters
- 2k resolution
- 59 point lights
- 22 spot lights, 2 of them have soft shadows, 1k resolution
- 1 directional light with soft shadow, 4 cascades, 2k resolution
- 586 fps
Configs
- MacBook Pro (15-inch, 2017)
- macOS Mojave 10.14.4
- 3.1 GHz Intel Core i7
- 16 GB 2133 MHz LPDDR3
- Radeon Pro 560 4 GB