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๐ŸŒ” A Scriptable Render Pipeline (SRP) designed for toon/stylized visuals. Features custom lighting pipeline, multiple shadow algorithms, tiled lighting, Shader Graph support, and more.

License: MIT License

C# 73.96% HLSL 17.72% ShaderLab 7.57% GLSL 0.75%
cel-shading render-pipeline shader shaders shading srp stylized toon toon-shading unity

toon-rp's Issues

Screen-Space Outlines

Implement outlines as a post-processing effect. Make sure to implement fog support.

Non-matching Profiler.EndSample

Appeared in debug build:

Non-matching Profiler.EndSample (Every EndSample call must have a preceding BeginSample call within the same frame): Default
Previous 5 samples:
	Outline (Inverted Hull)
	GfxDeviceD3D12Base
	Default
	Outline (Inverted Hull)
	Clear Render Targets
In the scope:
	Outline (Inverted Hull)
	Main Camera
	Render Thread

Extension mechanism

Add an ability for extending the renderer at different points in its pipeline.

  • Post-processing
  • Other stages
    • Convert Inverted Hull Outlines
    • Convert SSAO

Shader Graph support

  • Unlit
  • Default
    • Shadows
    • Blob Shadows (general keyword and receive tickbox)
    • Additional Lighting: Vertex
    • Additional Lighting: Pixel
    • Additional Lighting: Pixel Tiled Lighting
    • Global vs override ramp
    • Toggle Specular and Rim
    • Toggle Environment Lighting
    • Toggle Fog
    • Outlines Stencil
    • Emission
    • SSAO
  • ParticlesUnlit
    • Quad Preview
    • Soft Particles
  • Move matcaps to a shader graph
  • Material Override - moved to #138
  • Queue Offset and Queue Control
  • Receive Shadows Off (TODO) - implemented
  • Check the need for ComputeMaterialNeedsUpdateHash (TODO) - removed
  • Test on Android
  • Test all GAPIs
  • Wiki page
    • 3 targets, all their parameters and blocks
    • Built-in nodes: matcaps

First feature set

  • Basic Toon Shader with Global Ramp
  • Crisp Anti-Aliased Ramp
  • Variance Shadow Mapping
  • MSAA
  • VSM Blur: add a multi-compile option for simpler blur
  • Fix preview lighting
  • Change _buffer.SetGlobalVector(DirectionalLightColorId, Vector4.one); back to zero
  • Shadows: normals bias
  • Crisp AA for shadows
  • HDR
  • Bloom
  • Stylized Bloom
  • Outline (inverted hull)
  • Custom normals for the inverted hull outlines
  • SSAO
  • Stylized SSAO (cross-hatching)
  • fog: both for forward and inverted hull outline
  • MSAA: depth "resolve" via a depth-only pass
  • Optimize shadow coords computation (bake transformations into the matrix)

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