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Custom SRP and
graphics workflows
...in "Battle Planet - Judgement Day"
Hi!
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— Henning Steinbock
— Graphics Programmer at Threaks
— Indie Studio based in Hamburg
— 10 people working on games
Outline
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— what is a Scriptable Render Pipeline
— what is Battle Planet - Judgement Day
– rendering challenges in the game
— SRP in Battle Planet - Judgement Day
– lighting
– shadow rendering
— more graphics workflows
What is a scriptable render
pipeline?
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Scriptable Render Pipeline
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— API in Unity
— allows to define how Unity renders the game
— works in scene view, preview windows etc
— Unity provides out of the box implementations
– Universal Render Pipeline
– High Definition Render Pipeline
– but you can also make your own
Minimal SRP implementation
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public class MinimalSRP : RenderPipeline{
protected override void Render(ScriptableRenderContext context, Camera[] cameras)
{
foreach (var camera in cameras)
{
//Setup the basics, rendertarget, view rect etc.
context.SetupCameraProperties(camera);
//create a command buffer that clears the screen
var commandBuffer = new CommandBuffer();
commandBuffer.ClearRenderTarget(true, true, Color.blue);
//execute the command buffer in the render context
context.ExecuteCommandBuffer(commandBuffer);
}
//submit everything to the rendering context
context.Submit();
}
}
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Minimal SRP implementation
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public class MinimalSRP : RenderPipeline{
protected override void Render(ScriptableRenderContext context, Camera[] cameras)
{
foreach (var camera in cameras)
{
//Setup the basics, rendertarget, view rect etc.
context.SetupCameraProperties(camera);
//create a command buffer that clears the screen
var commandBuffer = new CommandBuffer();
commandBuffer.ClearRenderTarget(true, true, Color.blue);
//execute the command buffer in the render context
context.ExecuteCommandBuffer(commandBuffer);
}
//submit everything to the rendering context
context.Submit();
}
}
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Minimal SRP implementation
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Minimal SRP implementation
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//Cull the scene
if (!camera.TryGetCullingParameters(out ScriptableCullingParameters cullParameters))
continue;
var cullingResults = context.Cull(ref cullParameters);
//Setup settings
var unlitShaderTag = new ShaderTagId("SRPDefaultUnlit");
var renderSettings = new DrawingSettings(unlitShaderTag, new SortingSettings(camera));
var filter = new FilteringSettings(RenderQueueRange.opaque){layerMask = camera.cullingMask};
//Execute rendering
context.DrawRenderers(cullingResults, ref renderSettings, ref filter);
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Minimal SRP implementation
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//Cull the scene
if (!camera.TryGetCullingParameters(out ScriptableCullingParameters cullParameters))
continue;
var cullingResults = context.Cull(ref cullParameters);
//Setup settings
var unlitShaderTag = new ShaderTagId("SRPDefaultUnlit");
var renderSettings = new DrawingSettings(unlitShaderTag, new SortingSettings(camera));
var filter = new FilteringSettings(RenderQueueRange.opaque){layerMask = camera.cullingMask};
//Execute rendering
context.DrawRenderers(cullingResults, ref renderSettings, ref filter);
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unlit shaders are rendered
Minimal SRP implementation
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frame debugger only shows four rendering
events
ShaderTagIDs
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//In C#
var waterShaderTag = new ShaderTagId("Water");
var renderSettings = new DrawingSettings(unlitShaderTag, new SortingSettings(camera));
//In shader
Tags {
"LightMode" = "Water"
}
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SRP concept
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— SRP API is mainly scheduling tasks for the render thread
– it depends heavily on using Command Buffers
— there’s no way to write “per-renderer” code
– handling the actual renderers is done internally
— possibility to cull most unnecessary workload
— ShaderTagIds
Battle Planet -
Judgement Day
— top down shooter
— rogue lite
— procedural, destroyable levels
— micro planet playfield
— published by Wild River
— PC, Switch and PS4
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- early concept art
- Lighting is very indirect
Visual challenges
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- shadows on a sphere look odd
- half of the planet is dark
- no lightmaps/Enlighten
Lighting
… that looks good on the sphere
Matcap effect
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— originally used for fake reflections
— turned out to be useful for
everything
— very performant
— very simple
Howto Matcap
- calculate world space normal
- transfer it into view space
- map it from 0-1
- use it to sample a texture
- profit!
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- the matcap is a texture that looks like
your light situation on a sphere
Howto Matcap
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- applied to a more complex mesh
- looks pretty good for very cheap
- not just for reflections
Howto Matcap
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- makes the planet look
exactly like we want it
to look
- hand drawn planet
matcaps
- base ground texture
is grayscale
- same with all
environment
Coloring the planet
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Replace with image
- using the view space normal of
environment objects
Lighting the environment
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- we get this very odd look
Lighting the
environment
I would a point in the environment to
be tinted exactly like the planet
surface underneath
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Lighting the
environment
- the normals on the sphere are
very smooth
- normals on environment go all
over the place
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Lighting the
environment
- normal and vertex position on a
sphere are identical
- so let’s use the world position
instead of the normal
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if we use world position instead of screen
space normal
Lighting the environment
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...it looks neat all of a sudden
- alpha channel defines how much
non-environment objects should be
tinted
Lighting characters
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- local lights should also affect objects in
the middle of the screen
Cool, what next?
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Passes
- render pipelines normally uses
multiple render passes
- the scene is rendered multiple
times
- result of an early pass can be
used in the next one
The light pre-pass
- Copy base matcap into a render
texture
- (potentially tint it)
- render additional lights
- lights use a custom ShaderTagID
- setup global shader variables for
the main pass
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The light pre-pass
- Copy base matcap into a render
texture
- (potentially tint it)
- render additional lights
- lights use a custom ShaderTagID
- setup global shader variables for
the main pass
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Light shader
Using ShaderTagIDs, any mesh,
particle system or even skinned mesh
can be used to display light, the shader
just needs to have the right ID
Again, very cheap
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Bonus: Lit particles
All particles in the game can be
affected by lighting if it makes sense
for that particle
Shadow Pass
- only Enemies and Players are
rendered in the shadow pass
- filtered by a layer mask of the
FilterSettings object
- rendered with a replacement
shader
- shader transfers vertices into
“matcap space”
- shader outputs height over surface
- shader library takes care of
applying shadows
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Shadow Pass
- there’s also (very slight) blob
shadows under enemies
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Shader Libraries
- create universal include files for
things like lighting
- use them in all your shaders
- modifications in the include files
will be applied to all shaders
- also consider shader templates
for node based editors
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Shader Libraries
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sampler2D _Fogmap;
float4x4 _MatCapProjection;
//called in vertex shader
float3 GetMatcapUV(float4 vertexPosition){
float3 wPos = mul(UNITY_MATRIX_M, vertexPosition).xyz;
float3 normalizedWpos = normalize(wPos);
float3 matcapUV = mul(_MatCapProjection, float4(normalizedWpos, 0)).xyz;
matcapUV += 0.5;
matcapUV = length(wPos);
return matcapUV;
}
//called in fragmengt shader
float3 GetLightColor(float3 mapcapUV, float environmentLightAmount) {
fixed4 textureColor = tex2D(_Fogmap, mapcapUV);
float centerAmount = textureColor.a;
fixed3 fogmapColor = lerp(textureColor.rgb * 2, 1, centerAmount * (1 - environmentLightAmount));
//todo apply shadow
return fogmapColor;
}
Post processing stack
- Unity package for post effects
- compatible with all platforms
- used by URP and HDRP
- easy to implement into custom
SRPs
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Post processing stack
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//after rendering the scene
PostProcessLayer layer = camera.GetComponent<PostProcessLayer>();
PostProcessRenderContext postProcess = new PostProcessRenderContext();
postProcess.Reset();
postProcess.camera = camera;
postProcess.source = RenderPipeline.BackBufferID;
postProcess.sourceFormat = RenderTextureFormat.ARGB32;
postProcess.destination = Target;
postProcess.command = cmd;
postProcess.flip = true;
layer.Render(postProcess );
context.ExecuteCommandBuffer(cmd);
Post processing stack
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//after rendering the scene
PostProcessLayer layer = camera.GetComponent<PostProcessLayer>();
PostProcessRenderContext postProcess = new PostProcessRenderContext();
postProcess.Reset();
postProcess.camera = camera;
postProcess.source = RenderPipeline.BackBufferID;
postProcess.sourceFormat = RenderTextureFormat.ARGB32;
postProcess.destination = Target;
postProcess.command = cmd;
postProcess.flip = true;
layer.Render(postProcess );
context.ExecuteCommandBuffer(cmd);
To sum up:
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— A custom SRP allowed us to do a lot give BP - JD it’s unique
look
— SRP allowed us to do a lot of things proper that we might
have been able to hack in anyways
– we customized stuff before SRP
– always came with annoying side effects
— SRP is abstracted enough that you will get performance
benefits from Unity updates
To sum up:
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— SRP allows you to gain performance by stripping the
unnecessary
— very subjektiv: starting with something different than the
default pipeline makes it easier to look unique
Custom SRP vs modifying URP
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— URP can be customized
– you can add custom render passes to it as well
– might be an option
— URP is a very nice reference for designing your own SRP
Other graphics workflows and
shader stuff
… specifically SRP related
The game is completely CPU
bound
… thanks to the SRP
Stateless decal
systems
- there’s a lot of blood in this game
- blood should stay as long as
possible
- from a fill rate-perspective, we
can have a lot of decals on the
planet
- but particle systems come with
an overhead
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Stateless decal
systems
- a stateless decal system is static
on the CPU and moves in the
shader
- fixed amount of decals
- only one draw call
- only one UnityEngine.Graphics
call per frame
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Stateless decal systems
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struct DecalComputeStruct
{
float4x4 Transformation;
float4 UV;
float SpawnTime;
float LifeTime;
float FadeInDuration;
float FadeOutDuration;
float ScaleInDuration;
float ForwardClipInDuration;
float HeightmapEffect;
float SelfIllumination;
};
StructuredBuffer<DecalComputeStruct> _DecalData;
//inside vertex shader
DecalComputeStruct decal = _DecalData[instanceID];
float time = _Time.y - currentDecal.SpawnTime
v.vertex.xyz *= saturate(time / decal.ScaleInDuration);
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public struct DecalComputeStruct
{
public Matrix4x4 DecalTransformation;
public Vector4 UV;
public float SpawnTime;
public float Lifetime;
public float FadeInDuration;
public float FadeOutDuration;
public float ScaleInDuration;
public float ForwardClipInDuration;
public float HeightmapEffect;
public float SelfIllumination;
}
var buffer = new ComputeBuffer(1024, 176);
decalMaterial.SetBuffer(“_DecalData”, buffer);
Graphics.DrawMeshInstancedIndirect(…)
*actual implementation was different
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1draw call
Stateless projectiles
- each projectile is a stateless
decal
- projectiles also get rendered in
the light pass
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All segment meshes get
baked into one mesh during
level generation
Destroyed parts get scaled
to zero via vertex shader
The segments get baked
into one mesh.
A Destroyable Part ID is
baked into a uv channel
Level segments are
prefabs, consisting of
colliders and renderers.
Individual parts of the
segment can be marked as
destroyable
Level Geometry Batching
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Replace with image
…and bend it around the
path
Can be done in a compute
shader, hugely optimizes
performance
Trace a path of the
environment around the
crater
Take a mesh of a straight
crater edge mesh…
Craters are marked in
vertex color of the surface
mesh
Crater System
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Replace with image
Thank you for listening
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Questions?
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— steinbock@threaks.com
— @henningboat
— check out the game at the Made with Unity booth

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Custom SRP and graphics workflows - Unite Copenhagen 2019

  • 1.
  • 2. Custom SRP and graphics workflows ...in "Battle Planet - Judgement Day"
  • 3. Hi! 3 — Henning Steinbock — Graphics Programmer at Threaks — Indie Studio based in Hamburg — 10 people working on games
  • 4. Outline 4 — what is a Scriptable Render Pipeline — what is Battle Planet - Judgement Day – rendering challenges in the game — SRP in Battle Planet - Judgement Day – lighting – shadow rendering — more graphics workflows
  • 5. What is a scriptable render pipeline? 5
  • 6. Scriptable Render Pipeline 6 — API in Unity — allows to define how Unity renders the game — works in scene view, preview windows etc — Unity provides out of the box implementations – Universal Render Pipeline – High Definition Render Pipeline – but you can also make your own
  • 7. Minimal SRP implementation 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 public class MinimalSRP : RenderPipeline{ protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (var camera in cameras) { //Setup the basics, rendertarget, view rect etc. context.SetupCameraProperties(camera); //create a command buffer that clears the screen var commandBuffer = new CommandBuffer(); commandBuffer.ClearRenderTarget(true, true, Color.blue); //execute the command buffer in the render context context.ExecuteCommandBuffer(commandBuffer); } //submit everything to the rendering context context.Submit(); } } 7
  • 8. Minimal SRP implementation 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 public class MinimalSRP : RenderPipeline{ protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (var camera in cameras) { //Setup the basics, rendertarget, view rect etc. context.SetupCameraProperties(camera); //create a command buffer that clears the screen var commandBuffer = new CommandBuffer(); commandBuffer.ClearRenderTarget(true, true, Color.blue); //execute the command buffer in the render context context.ExecuteCommandBuffer(commandBuffer); } //submit everything to the rendering context context.Submit(); } } 8
  • 10. Minimal SRP implementation 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 //Cull the scene if (!camera.TryGetCullingParameters(out ScriptableCullingParameters cullParameters)) continue; var cullingResults = context.Cull(ref cullParameters); //Setup settings var unlitShaderTag = new ShaderTagId("SRPDefaultUnlit"); var renderSettings = new DrawingSettings(unlitShaderTag, new SortingSettings(camera)); var filter = new FilteringSettings(RenderQueueRange.opaque){layerMask = camera.cullingMask}; //Execute rendering context.DrawRenderers(cullingResults, ref renderSettings, ref filter); 10
  • 11. Minimal SRP implementation 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 //Cull the scene if (!camera.TryGetCullingParameters(out ScriptableCullingParameters cullParameters)) continue; var cullingResults = context.Cull(ref cullParameters); //Setup settings var unlitShaderTag = new ShaderTagId("SRPDefaultUnlit"); var renderSettings = new DrawingSettings(unlitShaderTag, new SortingSettings(camera)); var filter = new FilteringSettings(RenderQueueRange.opaque){layerMask = camera.cullingMask}; //Execute rendering context.DrawRenderers(cullingResults, ref renderSettings, ref filter); 11
  • 12. unlit shaders are rendered Minimal SRP implementation 12 frame debugger only shows four rendering events
  • 13. ShaderTagIDs 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 //In C# var waterShaderTag = new ShaderTagId("Water"); var renderSettings = new DrawingSettings(unlitShaderTag, new SortingSettings(camera)); //In shader Tags { "LightMode" = "Water" } 13
  • 14. SRP concept 14 — SRP API is mainly scheduling tasks for the render thread – it depends heavily on using Command Buffers — there’s no way to write “per-renderer” code – handling the actual renderers is done internally — possibility to cull most unnecessary workload — ShaderTagIds
  • 15. Battle Planet - Judgement Day — top down shooter — rogue lite — procedural, destroyable levels — micro planet playfield — published by Wild River — PC, Switch and PS4 15
  • 16.
  • 17. - early concept art - Lighting is very indirect Visual challenges 17 - shadows on a sphere look odd - half of the planet is dark - no lightmaps/Enlighten
  • 18. Lighting … that looks good on the sphere
  • 19. Matcap effect 19 — originally used for fake reflections — turned out to be useful for everything — very performant — very simple
  • 20. Howto Matcap - calculate world space normal - transfer it into view space - map it from 0-1 - use it to sample a texture - profit! 20
  • 21. - the matcap is a texture that looks like your light situation on a sphere Howto Matcap 21 - applied to a more complex mesh - looks pretty good for very cheap
  • 22. - not just for reflections Howto Matcap 22
  • 23. - makes the planet look exactly like we want it to look - hand drawn planet matcaps - base ground texture is grayscale - same with all environment Coloring the planet 23 Replace with image
  • 24. - using the view space normal of environment objects Lighting the environment 24 - we get this very odd look
  • 25. Lighting the environment I would a point in the environment to be tinted exactly like the planet surface underneath 25
  • 26. Lighting the environment - the normals on the sphere are very smooth - normals on environment go all over the place 26
  • 27. Lighting the environment - normal and vertex position on a sphere are identical - so let’s use the world position instead of the normal 27
  • 28. if we use world position instead of screen space normal Lighting the environment 28 ...it looks neat all of a sudden
  • 29. - alpha channel defines how much non-environment objects should be tinted Lighting characters 29 - local lights should also affect objects in the middle of the screen
  • 31. Passes - render pipelines normally uses multiple render passes - the scene is rendered multiple times - result of an early pass can be used in the next one
  • 32. The light pre-pass - Copy base matcap into a render texture - (potentially tint it) - render additional lights - lights use a custom ShaderTagID - setup global shader variables for the main pass 32
  • 33. The light pre-pass - Copy base matcap into a render texture - (potentially tint it) - render additional lights - lights use a custom ShaderTagID - setup global shader variables for the main pass 33
  • 34. 34 Light shader Using ShaderTagIDs, any mesh, particle system or even skinned mesh can be used to display light, the shader just needs to have the right ID Again, very cheap
  • 35. 35 Bonus: Lit particles All particles in the game can be affected by lighting if it makes sense for that particle
  • 36. Shadow Pass - only Enemies and Players are rendered in the shadow pass - filtered by a layer mask of the FilterSettings object - rendered with a replacement shader - shader transfers vertices into “matcap space” - shader outputs height over surface - shader library takes care of applying shadows 36
  • 37. Shadow Pass - there’s also (very slight) blob shadows under enemies 37
  • 38. Shader Libraries - create universal include files for things like lighting - use them in all your shaders - modifications in the include files will be applied to all shaders - also consider shader templates for node based editors 38
  • 39. Shader Libraries 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 39 sampler2D _Fogmap; float4x4 _MatCapProjection; //called in vertex shader float3 GetMatcapUV(float4 vertexPosition){ float3 wPos = mul(UNITY_MATRIX_M, vertexPosition).xyz; float3 normalizedWpos = normalize(wPos); float3 matcapUV = mul(_MatCapProjection, float4(normalizedWpos, 0)).xyz; matcapUV += 0.5; matcapUV = length(wPos); return matcapUV; } //called in fragmengt shader float3 GetLightColor(float3 mapcapUV, float environmentLightAmount) { fixed4 textureColor = tex2D(_Fogmap, mapcapUV); float centerAmount = textureColor.a; fixed3 fogmapColor = lerp(textureColor.rgb * 2, 1, centerAmount * (1 - environmentLightAmount)); //todo apply shadow return fogmapColor; }
  • 40. Post processing stack - Unity package for post effects - compatible with all platforms - used by URP and HDRP - easy to implement into custom SRPs 40
  • 41. Post processing stack 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 41 //after rendering the scene PostProcessLayer layer = camera.GetComponent<PostProcessLayer>(); PostProcessRenderContext postProcess = new PostProcessRenderContext(); postProcess.Reset(); postProcess.camera = camera; postProcess.source = RenderPipeline.BackBufferID; postProcess.sourceFormat = RenderTextureFormat.ARGB32; postProcess.destination = Target; postProcess.command = cmd; postProcess.flip = true; layer.Render(postProcess ); context.ExecuteCommandBuffer(cmd);
  • 42. Post processing stack 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 42 //after rendering the scene PostProcessLayer layer = camera.GetComponent<PostProcessLayer>(); PostProcessRenderContext postProcess = new PostProcessRenderContext(); postProcess.Reset(); postProcess.camera = camera; postProcess.source = RenderPipeline.BackBufferID; postProcess.sourceFormat = RenderTextureFormat.ARGB32; postProcess.destination = Target; postProcess.command = cmd; postProcess.flip = true; layer.Render(postProcess ); context.ExecuteCommandBuffer(cmd);
  • 43. To sum up: 43 — A custom SRP allowed us to do a lot give BP - JD it’s unique look — SRP allowed us to do a lot of things proper that we might have been able to hack in anyways – we customized stuff before SRP – always came with annoying side effects — SRP is abstracted enough that you will get performance benefits from Unity updates
  • 44. To sum up: 44 — SRP allows you to gain performance by stripping the unnecessary — very subjektiv: starting with something different than the default pipeline makes it easier to look unique
  • 45. Custom SRP vs modifying URP 45 — URP can be customized – you can add custom render passes to it as well – might be an option — URP is a very nice reference for designing your own SRP
  • 46. Other graphics workflows and shader stuff … specifically SRP related
  • 47. The game is completely CPU bound … thanks to the SRP
  • 48. Stateless decal systems - there’s a lot of blood in this game - blood should stay as long as possible - from a fill rate-perspective, we can have a lot of decals on the planet - but particle systems come with an overhead 48
  • 49. Stateless decal systems - a stateless decal system is static on the CPU and moves in the shader - fixed amount of decals - only one draw call - only one UnityEngine.Graphics call per frame 49
  • 50. Stateless decal systems 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 struct DecalComputeStruct { float4x4 Transformation; float4 UV; float SpawnTime; float LifeTime; float FadeInDuration; float FadeOutDuration; float ScaleInDuration; float ForwardClipInDuration; float HeightmapEffect; float SelfIllumination; }; StructuredBuffer<DecalComputeStruct> _DecalData; //inside vertex shader DecalComputeStruct decal = _DecalData[instanceID]; float time = _Time.y - currentDecal.SpawnTime v.vertex.xyz *= saturate(time / decal.ScaleInDuration); 50 public struct DecalComputeStruct { public Matrix4x4 DecalTransformation; public Vector4 UV; public float SpawnTime; public float Lifetime; public float FadeInDuration; public float FadeOutDuration; public float ScaleInDuration; public float ForwardClipInDuration; public float HeightmapEffect; public float SelfIllumination; } var buffer = new ComputeBuffer(1024, 176); decalMaterial.SetBuffer(“_DecalData”, buffer); Graphics.DrawMeshInstancedIndirect(…) *actual implementation was different
  • 52. Stateless projectiles - each projectile is a stateless decal - projectiles also get rendered in the light pass 52
  • 53. All segment meshes get baked into one mesh during level generation Destroyed parts get scaled to zero via vertex shader The segments get baked into one mesh. A Destroyable Part ID is baked into a uv channel Level segments are prefabs, consisting of colliders and renderers. Individual parts of the segment can be marked as destroyable Level Geometry Batching 53 Replace with image
  • 54. …and bend it around the path Can be done in a compute shader, hugely optimizes performance Trace a path of the environment around the crater Take a mesh of a straight crater edge mesh… Craters are marked in vertex color of the surface mesh Crater System 54 Replace with image
  • 55. Thank you for listening 55
  • 56. Questions? 56 — steinbock@threaks.com — @henningboat — check out the game at the Made with Unity booth