An example of a custom rendering pipeline that restores the rendering of HSR
Tip
Note
Initial results. Will continue to adjust and optimize later.
Mar7th_02_1080p.mp4
Mar7th_03_1080p.mp4
Here is a very simple demo for Windows x64:
Tip
The operation is similar to the game, read Release for more details.
- Unity 2022.3.8f1 (Base on URP)
- Git and Git LFS
Important
Before clone this project, make sure you have install Git LFS. Otherwise some big FBX files will not clone successfully.
Download Git from this website, and install.
Then run git lfs install
.
Use git lfs clone https://github.com/ChillyHub/Unity_StarRail_CRP_Sample.git
to clone.
If still cannot download it completely, please download the unitypackage package from Demo Release v0.0.1.
Warning
Currently, there may be memory leak problem in multiple cameras and preview cameras, which needs to be fixed. Please note the memory usage.
Use a single Renderer Feature to manage custom passes. Use stencil deferred rendering for more colorful lighting. Also, per object shadows are used on the characters to achieve more variable shadow effects. This pipeline also has SSR and TAA Pass to help express more delicate images.
The following is the flow chart of the rendering pipeline:
Tip
For more information, read RenderPipeline.md and get details.
- miHoYo: models, textures, animations of characters.
- Viero月城:models, textures of scenes. (such as Mar7th Room)
- To support decal rendering
- To support decal screen space shadow
- Add HBAO
- Add Volume Light
- Add Screen Space Fog
- More Efficient Bloom (Less RT switch)