By Seyed Morteza Kamali
Part3 : Scriptable Render Pipeline
Part2 : Visual Effect Graph(VFX Graph)
Part1 : Shader Graph
Part1 : Shader Graph
What is Shader
Bloom(Image Effect)
Bubble Shader(Material Effect)
X-Ray Shader
Shader Graph Node Colors
Properties
Sub Graph
Using Sub Graph Function
Part 2: Visual Effect Graph(VFX Graph)
Visual Effect Graph
Visual Effect Graph Showcase
Realtime visual effects In Unity
CPU vs GPU
Part3 : Scriptable Render Pipeline
ScriptableObject
Render Pipeline
The Render Loop
 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
Render pipeline Example
Built-In RenderPipeline
Scriptable Render Pipeline (SRP)
 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
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
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
Any Question

overviewing new unity graphic features

Editor's Notes

  • #3 “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
  • #5 Shader = Effect Shader is a code that run parrarel on gpu
  • #9 تکسچر دوبعدی قرمزه وکتور 4 صورتیه وکتور 3 زرده وکتور 2 سبزه مثل یو وی وکتور 1 یا عدد آبیه
  • #10 در قسمت Properties می توانید متغیر های خود را تعریف کنید
  • #11 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
  • #12 الان می تونیم از این نود همه جا استفاده کنیم
  • #18 industry trends روند صنعت
  • #20 1920x1080 = 2,073,600
  • #31 “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
  • #32 https://www.schellgames.com/blog/were-excited-about-unitys-scriptable-render-pipelines-heres-why غیر شفاف opaque مات
  • #33 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:
  • #34 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.
  • #39 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