32. Single-pass
one pass per object
Multi-pass rendering
one pass per object per light
Deferred
Render surface properties to a g-buffer, perform screen space
lighting
Render Pipeline Examples
36. Requires Global Illumination,Reflections,Shadows,etc
Use a lot of Post Processing Effects
Using Photogrammetry:Layered Materials
Complex Particle Systems; some affected by Light
Minimal UI/Text
Realistic FPS for High-End Desktop & Consoles
37. 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
38. Match Three Game for Low-End Mobile
Sprites: No Lighting , Reflections , Shadow , etc
No Post Processing Effects!
Basic Particles;not affected by Light
A lot of UI/Text
“Render Pipeline” is an umbrella term for a number of techniques used to get objects onto the screen. It encompasses, at a very high level:
Culling
Rendering Objects
Post processing
Shader = Effect
Shader is a code that run parrarel on gpu
تکسچر دوبعدی قرمزه
وکتور 4 صورتیه
وکتور 3 زرده
وکتور 2 سبزه مثل یو وی
وکتور 1 یا عدد آبیه
در قسمت Properties می توانید متغیر های خود را تعریف کنید
در قسمت Sub Graph می توانید برای شیدر هایتان تابع تعریف کنید که تو شیدر های دیگه خواستید ازشون استفاده کنید
به عنوان مثال من الان یک Fresnel ساختم
الان می تونیم از این نود همه جا استفاده کنیم
industry trends
روند صنعت
1920x1080 = 2,073,600
“Render Pipeline” is an umbrella term for a number of techniques used to get objects onto the screen. It encompasses, at a very high level:
Culling
Rendering Objects
Post processing
https://www.schellgames.com/blog/were-excited-about-unitys-scriptable-render-pipelines-heres-why
غیر شفاف opaque
مات
In addition to these high level concepts each responsibility can be broken down further depending on how you want to execute them. For example rendering objects could be performed using:
Scriptable Render Pipelines are the new way to implement custom rendering in Unity. It is a collection of C# scripts and Shaders that gives you, a Developer, unprecedented control of how your game gets rendered. But moreover, SRP is about choice. When you build a specific type of game that has specific needs, you will inevitably make important choices. When it comes to rendering, these choices, more often than not, have the largest impact on performance.
For instance, a cinematic, photo-realistic, Third Person Action game targeting PC & Console at 30 frames per second (FPS) has a very different set of constraints than a Mobile VR game that needs to run at a solid 60 FPS on a phone. This is where SRP truly shines and where the built-in Renderer provided by Unity has suffered in the past.
Low-end phones will have/be:
Single-core processor
Med-res display (LCD/TFT)
Display smaller than four inches
No HD video capture
Not 4G capable
~512 MB of RAM