Legendary Renderer (Unity custom SRP)

For some time now I have been working on a Unity Scriptable Render Pipeline, a custom rendering solution I'm making to further my understanding and skillset within the computer graphics field, with the end goal of making it available to purchase for a small fee on the Unity asset store, to try and get a foot in the door as an asset creator, and general Unity developer.

Features planned and implemented include (implemented marked with a tick) in no specific order

  • Forward shading with dynamic point, spot and directional lights plus shadow-mapping. ✅
  • Physically Based Rendering (PBR) ✅
  • Ray-marched volumetric lighting. ✅
  • Point and spot light cookie texture support, with rendering to an atlas akin to the shadow-map atlas for these lights. ✅
  • Post processing stack. ✅
  • Post process effects such as: Desaturation ✅ Sharpening ✅ Bloom, Depth-of-Field, Tone-Mapping, Per-Pixel Motion-Blur, Ambient Occlusion.
  • Tangent Space Normal Mapping ✅
  • Percentage Closer Filtering for Shadow-Mapping ✅
  • Forward+ rendering, using compute shaders to create a tile based light rendering system.
  • Cubemap blending✅
  • Volumetric lighting to be integrated into a volumetric fog system
  • High Dynamic Range rendering (HDR) and HDR output on supported displays.
  • Custom Editor GUI for post process stack
  • Shading Models such as Cloth, Anisotropic Metal, Thin Film, Skin, Car Paint.
  • Support for both PBR Specular-Gloss and PBR Metal-Roughness shading.
  • Robust water rendering with support for wave-clipped reflection mapping for Oceans, Flow-Mapping for rivers and lakes, turbulent waves and force effectors (vortex, wake, wave) for Oceans.
  • Screenspace Reflections
  • Physically Based Sky Atmosphere Rendering
  • DLSS (Unity plugin permitting)
  • Raytracing (Shadows, Reflections)
  • Meshlet Rendering (UE5 Nanite style mesh rendering)
  • Real-Time Global Illumination (SDFGI)