xuxudefeng / DanbaidongRP

ToonRenderPipeline ^_^

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Danbaidong Render Pipeline

Announcement

Just add something I need.

DanbaidongRP based on Universal RP 14.0.8, Unity 2022.3. It's more convenient for PBR/NPR Toon Rendering. In the future, I will move in some things according to my own needs.

Follow me~

https://space.bilibili.com/39694821

https://www.zhihu.com/people/danbaidong1111

Currently completed modules

  • PBR Toon Shader
  • Danbaidong Shader GUI
  • PerObjectShadow
  • Inserted GBuffer Passes
  • Toon Bloom
  • Anime Toonmapping

Roadmap

  • Cluster Deferred lighting( It seems that unity has already implemented it in forward+ )
  • Atmosphere Fog
  • PCSS/PCF Soft Shadows
  • Gradient Shadows
  • Transparent Shadows
  • High Quality SSR
  • High Quality SSGI
  • Idol Live アイドル!!!!!

Usage

  1. New 3D Core project(not URP or others) from Unity version: 2022.3.x. (3.7f1 is recommend)
  2. Add following packages by UPM (Window -> Package Manager)
  • https://github.com/danbaidong1111/DanbaidongRPCore.git#v14.0.8-beta.1

  • https://github.com/danbaidong1111/DanbaidongRP.git#v14.0.8-beta.1

  • https://github.com/danbaidong1111/SmoothNormal.git#v1.0.1

    (Optional: You can get smoothNormal for outline just modify model file name by The suffix “_SN”)

  1. Create -> Rendering -> URP Asset (with Universal Renderer). I have changed the default configuration for you.
  2. Project Settings -> Graphics -> Scriptable Render Pipeline Settings. Set the asset we just created.

Toon Rendering

Usage: Sorry, I can only tell you that Renderer Data "InsertedGbuffer Passes" settings.

See https://miusjun13qu.feishu.cn/docx/FklhdkY5YoUKDaxBZ1QcFFLqnQe for more information.

ToonRenderingDirect

ToonRenderingPunctual

Danbaidong Shader GUI

Usage: Add CustomEditor "UnityEditor.DanbaidongGUI.DanbaidongGUI" in your shader.

ShaderGUI

GradientEditor

PerObjectShadow

Usage:

  1. Add renderer freatures: ScreenSpaceShadows and PerObjectShadowFeature.
  2. Add PerObjectShadowProjector Script at your Mesh Object.

PerObjectShadow

PerObjectShadowmap

About

ToonRenderPipeline ^_^

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