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A series of real-time rendering algorithms implementation based on Unity URP pipeline

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PBR for Unity's Universal Render Pipeline

This project implements:

  • Standard material (with clear coat and energy compensation)
  • Anisotropy material
  • Cloth material
  • Temporal antialiasing (TAA)
  • Area light using Linearly Transformed Cosines
  • Parallax Occlusion Mapping
  • Tessellation (with Displacement Map)

Results

Standard, Clear coat, Anisotropy, Cloth materials Mats

Area light LTC1

LTC2

TAA TAA

Tessellation Tessellation

Requirements

  • Unity 2021.3 LTS or higher.

Instruction

  • To use materials, just create new material with corresponding shader(Lit/Anisotropy/Cloth).
  • To enable clear coat or energy compensation, enable corresponding checkbox. Instruction_mat
  • To enable TAA, enable the RendererFeature "TAA". Instruction_TAA
  • To use area light, add a "Quad Area Light" script to a quad. Instruction_AreaLight
  • To enable tessellation, modify following item in material property. Instruction_Tessellation

Known Issue

If you can't load the Unity project properly, try [Assets/Reimport All]. Issue

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A series of real-time rendering algorithms implementation based on Unity URP pipeline

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