InfinityRenderPipeline is a Graphics Research for SRP in Unity.
Completed :
- ThinGBuffer
- TemporalAA
- RenderGraph
- DiaphragmDOF
- MaskOnly PreDepth
- ScreenSpaceGlobalIllumination
- StochasticScreenSpaceReflection
- GrandTruth Ambient&Reflection Occlusion
- Instanced Terrain use MorphVertex for Low DarwCall
- Runtime VirtualTexture for HighPerformance TerrainRender
- Instance FoliageSystem for HighPerformance and Mass FoliageRender
- MeshDrawPipeline a Unfield HighPreformence and EasySetting DrawMeshSystem
Developerment :
- Atmospherical Fog
- Z-Binning Tile Based Lighting
Planned :
- ScreenSpaceShadow
- Volumetric Fog&Cloud
- ScreenSpaceRefraction
- Separable Subsurface Scatter
- PBRSystem for PBS&PBL&PBC
- Static&Dynamic Patch ShadowMap and PCSS
- Diversification ShadingModel for DefualtLit/ClearCoat/Skin/Hair/Cloth/NPR
- DXR Based Octree PRTProbe for Large GlobalIllumination in VolumetricLightmap