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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

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講演者:Jay Santos(Unity Technologies)

こんな人におすすめ
・プログラマー
・テクニカルアーティスト

受講者が得られる知見
・Unityがスクリプタブルレンダーパイプラインを開発した背景
・軽量レンダーパイプライン(LTRP)/高画質レンダーパイプライン(HDRP)の使い方
・独自のパイプラインの開発手法

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

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