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!!!!!
- New 3D Core project(not URP or others) from Unity version: 2022.3.x. (3.7f1 is recommend)
- 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”)
- Create -> Rendering -> URP Asset (with Universal Renderer). I have changed the default configuration for you.
- Project Settings -> Graphics -> Scriptable Render Pipeline Settings. Set the asset we just created.
Usage: Sorry, I can only tell you that Renderer Data "InsertedGbuffer Passes" settings.
See https://miusjun13qu.feishu.cn/docx/FklhdkY5YoUKDaxBZ1QcFFLqnQe for more information.
Usage: Add CustomEditor "UnityEditor.DanbaidongGUI.DanbaidongGUI"
in your shader.
Usage:
- Add renderer freatures: ScreenSpaceShadows and PerObjectShadowFeature.
- Add PerObjectShadowProjector Script at your Mesh Object.